-/*\r
-Minetest-c55\r
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>\r
-\r
-This program is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-This program is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License along\r
-with this program; if not, write to the Free Software Foundation, Inc.,\r
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
-*/\r
-\r
-/*\r
-=============================== NOTES ==============================\r
-NOTE: Things starting with TODO are sometimes only suggestions.\r
-\r
-NOTE: VBO cannot be turned on for fast-changing stuff because there\r
- is an apparanet memory leak in irrlicht when using it (not sure)\r
- - It is not a memory leak but some kind of a buffer.\r
-\r
-NOTE: iostream.imbue(std::locale("C")) is very slow\r
-NOTE: Global locale is now set at initialization\r
-\r
-SUGG: Fix address to be ipv6 compatible\r
-\r
-NOTE: When a new sector is generated, it may change the ground level\r
- of it's and it's neighbors border that two blocks that are\r
- above and below each other and that are generated before and\r
- after the sector heightmap generation (order doesn't matter),\r
- can have a small gap between each other at the border.\r
-SUGG: Use same technique for sector heightmaps as what we're\r
- using for UnlimitedHeightmap? (getting all neighbors\r
- when generating)\r
-\r
-SUGG: Transfer more blocks in a single packet\r
-SUGG: A blockdata combiner class, to which blocks are added and at\r
- destruction it sends all the stuff in as few packets as possible.\r
-\r
-SUGG: If player is on ground, mainly fetch ground-level blocks\r
-SUGG: Fetch stuff mainly from the viewing direction\r
-\r
-SUGG: Expose Connection's seqnums and ACKs to server and client.\r
- - This enables saving many packets and making a faster connection\r
- - This also enables server to check if client has received the\r
- most recent block sent, for example.\r
-SUGG: Add a sane bandwidth throttling system to Connection\r
-\r
-SUGG: More fine-grained control of client's dumping of blocks from\r
- memory\r
- - ...What does this mean in the first place?\r
-\r
-SUGG: A map editing mode (similar to dedicated server mode)\r
-\r
-SUGG: Add a time value to the param of footstepped grass and check it\r
- against a global timer when a block is accessed, to make old\r
- steps fade away.\r
-\r
-SUGG: Make a copy of close-range environment on client for showing\r
- on screen, with minimal mutexes to slow down the main loop\r
-\r
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
- it by sending more stuff in a single packet.\r
- - Add a packet queue to RemoteClient, from which packets will be\r
- combined with object data packets\r
- - This is not exactly trivial: the object data packets are\r
- sometimes very big by themselves\r
-\r
-SUGG: Split MapBlockObject serialization to to-client and to-disk\r
- - This will allow saving ages of rats on disk but not sending\r
- them to clients\r
-\r
-SUGG: MovingObject::move and Player::move are basically the same.\r
- combine them.\r
- - NOTE: Player::move is more up-to-date.\r
-\r
-SUGG: Precalculate lighting translation table at runtime (at startup)\r
- - This is not doable because it is currently hand-made and not\r
- based on some mathematical function.\r
- - Note: This has been changing lately\r
-\r
-SUGG: A version number to blocks, which increments when the block is\r
- modified (node add/remove, water update, lighting update)\r
- - This can then be used to make sure the most recent version of\r
- a block has been sent to client\r
-\r
-SUGG: Make the amount of blocks sending to client and the total\r
- amount of blocks dynamically limited. Transferring blocks is the\r
- main network eater of this system, so it is the one that has\r
- to be throttled so that RTTs stay low.\r
-\r
-SUGG: Meshes of blocks could be split into 6 meshes facing into\r
- different directions and then only those drawn that need to be\r
-\r
-SUGG: Calculate lighting per vertex to get a lighting effect like in\r
- bartwe's game\r
-\r
-Gaming ideas:\r
--------------\r
-\r
-- Aim for something like controlling a single dwarf in Dwarf Fortress\r
-\r
-- The player could go faster by a crafting a boat, or riding an animal\r
-\r
-- Random NPC traders. what else?\r
-\r
-Documentation:\r
---------------\r
-\r
-Build system / running:\r
------------------------\r
-\r
-FIXME: Some network errors on Windows that cause local game to not work\r
- - See siggjen's emails.\r
- - Is this the famous "windows 7 problem"?\r
- - Apparently there might be other errors too\r
-\r
-Networking and serialization:\r
------------------------------\r
-\r
-TODO: Get rid of GotSplitPacketException\r
-\r
-GUI:\r
-----\r
-\r
-TODO: Add gui option to remove map\r
-\r
-TODO: Configuration menu, at least for keys\r
-\r
-Graphics:\r
----------\r
-\r
-TODO: Optimize day/night mesh updating somehow\r
- - create copies of all textures for all lighting values and only\r
- change texture for material?\r
- - Umm... the collecting of the faces is the slow part\r
- -> what about just changing the color values of the existing\r
- meshbuffers? It should go quite fast.\r
- - This is not easy; There'd need to be a buffer somewhere\r
- that would contain the night and day lighting values.\r
- - Actually if FastFaces would be stored, they could\r
- hold both values\r
-\r
-FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
- gets used\r
- - That is >500 vertices\r
- - This is not easy; all the MapBlocks close to the player would\r
- still need to be drawn separately and combining the blocks\r
- would have to happen in a background thread\r
-\r
-TODO: Make fetching sector's blocks more efficient when rendering\r
- sectors that have very large amounts of blocks (on client)\r
- - Is this necessary at all?\r
-\r
-TODO: Flowing water animation\r
-\r
-NOTE(FIXED): A lock condition is possible:\r
- 1) MapBlock::updateMesh() is called from client asynchronously:\r
- - AsyncProcessData() -> Map::updateMeshes()\r
- 2) Asynchronous locks m_temp_mods_mutex\r
- 3) MapBlock::updateMesh() is called from client synchronously:\r
- - Client::step() -> Environment::step()\r
- 4) Synchronous starts waiting for m_temp_mods_mutex\r
- 5) Asynchronous calls getTexture, which starts waiting for main thread\r
-\r
-Configuration:\r
---------------\r
-\r
-TODO: Make the video backend selectable\r
-\r
-Client:\r
--------\r
-\r
-TODO: Untie client network operations from framerate\r
- - Needs some input queues or something\r
-\r
-TODO: Make morning and evening transition more smooth and maybe shorter\r
-\r
-TODO: Don't update all meshes always on single node changes, but\r
- check which ones should be updated\r
- - implement Map::updateNodeMeshes()\r
-\r
-Server:\r
--------\r
-\r
-TODO: When player dies, throw items on map\r
-\r
-TODO: Make an option to the server to disable building and digging near\r
- the starting position\r
-\r
-TODO: Save players with inventories to disk\r
-TODO: Players to be saved as text in map/players/<name>\r
-\r
-TODO: Copy the text of the last picked sign to inventory in creative\r
- mode\r
-\r
-TODO: Check what goes wrong with caching map to disk (Kray)\r
- - Nothing?\r
-\r
-TODO: When server sees that client is removing an inexistent block to\r
- an existent position, resend the MapBlock.\r
-\r
-FIXME: Server went into some infinite PeerNotFoundException loop\r
-\r
-Objects:\r
---------\r
-\r
-TODO: Better handling of objects and mobs\r
- - Scripting?\r
- - There has to be some way to do it with less messy code\r
- - Make separate classes for client and server\r
- - Client should not discriminate between blocks, server should\r
- - Make other players utilize the same framework\r
- - This is also needed for objects that don't get sent to client\r
- but are used for triggers etc\r
-\r
-TODO: There has to be some better way to handle static objects than to\r
- send them all the time. This affects signs and item objects.\r
-SUGG: Signs could be done in the same way as torches. For this, blocks\r
- need an additional metadata field for the texts\r
- - This is also needed for item container chests\r
-\r
-Block object server side:\r
- - A "near blocks" buffer, in which some nearby blocks are stored.\r
- - For all blocks in the buffer, objects are stepped(). This\r
- means they are active.\r
- - TODO: A global active buffer is needed for the server\r
- - TODO: A timestamp to blocks\r
- - TODO: All blocks going in and out of the buffer are recorded.\r
- - TODO: For outgoing blocks, timestamp is written.\r
- - TODO: For incoming blocks, time difference is calculated and\r
- objects are stepped according to it.\r
-\r
-Map:\r
-----\r
-\r
-TODO: Mineral and ground material properties\r
- - This way mineral ground toughness can be calculated with just\r
- some formula, as well as tool strengths\r
-\r
-TODO: Flowing water to actually contain flow direction information\r
-\r
-TODO: Remove duplicate lighting implementation from Map (leave\r
- VoxelManipulator, which is faster)\r
-\r
-FEATURE: Create a system that allows a huge amount of different "map\r
- generator modules/filters"\r
-\r
-FEATURE: Erosion simulation at map generation time\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
-\r
-Doing now (most important at the top):\r
---------------------------------------\r
-# maybe done\r
-* not done\r
-\r
-=== Fixmes\r
-* Make server find the spawning place from the real map data, not from\r
- the heightmap\r
- - But the changing borders of chunk have to be avoided, because\r
- there is time to generate only one chunk.\r
-* Make the generator to run in background and not blocking block\r
- placement and transfer\r
-* only_from_disk might not work anymore - check and fix it.\r
-* Check the fixmes in the list above\r
-* When sending blocks to the client, the server takes way too much\r
- CPU time (20-30% for single player), find out what it is doing.\r
- - Make a simple profiler\r
-\r
-=== Making it more portable\r
-* Some MSVC: std::sto* are defined without a namespace and collide\r
- with the ones in utility.h\r
-\r
-=== Features\r
-* Make an "environment metafile" to store at least time of day\r
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
- - Or maybe move content_features to material.{h,cpp}?\r
-* Add some kind of erosion and other stuff that now is possible\r
-* Make client to fetch stuff asynchronously\r
- - Needs method SyncProcessData\r
-* Fix the problem with the server constantly saving one or a few\r
- blocks? List the first saved block, maybe it explains.\r
- - It is probably caused by oscillating water\r
-* Water doesn't start flowing after map generation like it should\r
- - Are there still problems?\r
-* Better water generation (spread it to underwater caverns but don't\r
- fill dungeons that don't touch big water masses)\r
-* When generating a chunk and the neighboring chunk doesn't have mud\r
- and stuff yet and the ground is fairly flat, the mud will flow to\r
- the other chunk making nasty straight walls when the other chunk\r
- is generated. Fix it.\r
-* Make a small history check to transformLiquids to detect and log\r
- continuous oscillations, in such detail that they can be fixed.\r
-* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
-\r
-======================================================================\r
-\r
-*/\r
-\r
-/*\r
- Setting this to 1 enables a special camera mode that forces\r
- the renderers to think that the camera statically points from\r
- the starting place to a static direction.\r
-\r
- This allows one to move around with the player and see what\r
- is actually drawn behind solid things and behind the player.\r
-*/\r
-#define FIELD_OF_VIEW_TEST 0\r
-\r
-#ifdef NDEBUG\r
- #ifdef _WIN32\r
- #pragma message ("Disabling unit tests")\r
- #else\r
- #warning "Disabling unit tests"\r
- #endif\r
- // Disable unit tests\r
- #define ENABLE_TESTS 0\r
-#else\r
- // Enable unit tests\r
- #define ENABLE_TESTS 1\r
-#endif\r
-\r
-#ifdef _MSC_VER\r
- #pragma comment(lib, "Irrlicht.lib")\r
- //#pragma comment(lib, "jthread.lib")\r
- #pragma comment(lib, "zlibwapi.lib")\r
- #pragma comment(lib, "Shell32.lib")\r
- // This would get rid of the console window\r
- //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
-#endif\r
-\r
-#include <iostream>\r
-#include <fstream>\r
-#include <jmutexautolock.h>\r
-#include <locale.h>\r
-#include "common_irrlicht.h"\r
-#include "debug.h"\r
-#include "map.h"\r
-#include "player.h"\r
-#include "main.h"\r
-#include "test.h"\r
-#include "environment.h"\r
-#include "server.h"\r
-#include "client.h"\r
-#include "serialization.h"\r
-#include "constants.h"\r
-#include "strfnd.h"\r
-#include "porting.h"\r
-#include "irrlichtwrapper.h"\r
-#include "gettime.h"\r
-#include "porting.h"\r
-#include "guiPauseMenu.h"\r
-#include "guiInventoryMenu.h"\r
-#include "guiTextInputMenu.h"\r
-#include "materials.h"\r
-#include "guiMessageMenu.h"\r
-#include "filesys.h"\r
-#include "config.h"\r
-#include "guiMainMenu.h"\r
-#include "mineral.h"\r
-#include "noise.h"\r
-#include "tile.h"\r
-\r
-// TODO: Remove this\r
-IrrlichtWrapper *g_irrlicht = NULL;\r
-\r
-// This makes textures\r
-ITextureSource *g_texturesource = NULL;\r
-\r
-MapDrawControl draw_control;\r
-\r
-/*\r
- Settings.\r
- These are loaded from the config file.\r
-*/\r
-\r
-Settings g_settings;\r
-\r
-extern void set_default_settings();\r
-\r
-/*\r
- Random stuff\r
-*/\r
-\r
-IrrlichtDevice *g_device = NULL;\r
-Client *g_client = NULL;\r
-\r
-/*const s16 quickinv_size = 40;\r
-const s16 quickinv_padding = 8;\r
-const s16 quickinv_spacing = quickinv_size + quickinv_padding;\r
-const s16 quickinv_outer_padding = 4;\r
-const s16 quickinv_itemcount = 8;*/\r
-\r
-const s32 hotbar_itemcount = 8;\r
-const s32 hotbar_imagesize = 36;\r
-\r
-/*\r
- GUI Stuff\r
-*/\r
-\r
-gui::IGUIEnvironment* guienv = NULL;\r
-gui::IGUIStaticText *guiroot = NULL;\r
-\r
-class MainMenuManager : public IMenuManager\r
-{\r
-public:\r
- virtual void createdMenu(GUIModalMenu *menu)\r
- {\r
- for(core::list<GUIModalMenu*>::Iterator\r
- i = m_stack.begin();\r
- i != m_stack.end(); i++)\r
- {\r
- assert(*i != menu);\r
- }\r
-\r
- if(m_stack.size() != 0)\r
- (*m_stack.getLast())->setVisible(false);\r
- m_stack.push_back(menu);\r
- }\r
-\r
- virtual void deletingMenu(GUIModalMenu *menu)\r
- {\r
- // Remove all entries if there are duplicates\r
- bool removed_entry;\r
- do{\r
- removed_entry = false;\r
- for(core::list<GUIModalMenu*>::Iterator\r
- i = m_stack.begin();\r
- i != m_stack.end(); i++)\r
- {\r
- if(*i == menu)\r
- {\r
- m_stack.erase(i);\r
- removed_entry = true;\r
- break;\r
- }\r
- }\r
- }while(removed_entry);\r
-\r
- /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
- assert(*i == menu);\r
- m_stack.erase(i);*/\r
- \r
- if(m_stack.size() != 0)\r
- (*m_stack.getLast())->setVisible(true);\r
- }\r
-\r
- u32 menuCount()\r
- {\r
- return m_stack.size();\r
- }\r
-\r
- core::list<GUIModalMenu*> m_stack;\r
-};\r
-\r
-MainMenuManager g_menumgr;\r
-\r
-bool noMenuActive()\r
-{\r
- return (g_menumgr.menuCount() == 0);\r
-}\r
-\r
-bool g_disconnect_requested = false;\r
-\r
-class MainGameCallback : public IGameCallback\r
-{\r
-public:\r
- virtual void exitToOS()\r
- {\r
- g_device->closeDevice();\r
- }\r
-\r
- virtual void disconnect()\r
- {\r
- g_disconnect_requested = true;\r
- }\r
-};\r
-\r
-MainGameCallback g_gamecallback;\r
-\r
-// Inventory actions from the menu are buffered here before sending\r
-Queue<InventoryAction*> inventory_action_queue;\r
-// This is a copy of the inventory that the client's environment has\r
-Inventory local_inventory;\r
-\r
-u16 g_selected_item = 0;\r
-\r
-/*\r
- Debug streams\r
-*/\r
-\r
-// Connection\r
-std::ostream *dout_con_ptr = &dummyout;\r
-std::ostream *derr_con_ptr = &dstream_no_stderr;\r
-//std::ostream *dout_con_ptr = &dstream_no_stderr;\r
-//std::ostream *derr_con_ptr = &dstream_no_stderr;\r
-//std::ostream *dout_con_ptr = &dstream;\r
-//std::ostream *derr_con_ptr = &dstream;\r
-\r
-// Server\r
-std::ostream *dout_server_ptr = &dstream;\r
-std::ostream *derr_server_ptr = &dstream;\r
-\r
-// Client\r
-std::ostream *dout_client_ptr = &dstream;\r
-std::ostream *derr_client_ptr = &dstream;\r
-\r
-/*\r
- gettime.h implementation\r
-*/\r
-\r
-u32 getTimeMs()\r
-{\r
- /*\r
- Use irrlicht because it is more precise than porting.h's\r
- getTimeMs()\r
- */\r
- if(g_irrlicht == NULL)\r
- return 0;\r
- return g_irrlicht->getTime();\r
-}\r
-\r
-/*\r
- Text input system\r
-*/\r
-\r
-struct TextDestSign : public TextDest\r
-{\r
- TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
- {\r
- m_blockpos = blockpos;\r
- m_id = id;\r
- m_client = client;\r
- }\r
- void gotText(std::wstring text)\r
- {\r
- std::string ntext = wide_to_narrow(text);\r
- dstream<<"Changing text of a sign object: "\r
- <<ntext<<std::endl;\r
- m_client->sendSignText(m_blockpos, m_id, ntext);\r
- }\r
-\r
- v3s16 m_blockpos;\r
- s16 m_id;\r
- Client *m_client;\r
-};\r
-\r
-struct TextDestChat : public TextDest\r
-{\r
- TextDestChat(Client *client)\r
- {\r
- m_client = client;\r
- }\r
- void gotText(std::wstring text)\r
- {\r
- // Discard empty line\r
- if(text == L"")\r
- return;\r
- \r
- // Parse command (server command starts with "/#")\r
- if(text[0] == L'/' && text[1] != L'#')\r
- {\r
- std::wstring reply = L"Local: ";\r
-\r
- reply += L"Local commands not yet supported. "\r
- L"Server prefix is \"/#\".";\r
- \r
- m_client->addChatMessage(reply);\r
- return;\r
- }\r
-\r
- // Send to others\r
- m_client->sendChatMessage(text);\r
- // Show locally\r
- m_client->addChatMessage(text);\r
- }\r
-\r
- Client *m_client;\r
-};\r
-\r
-class MyEventReceiver : public IEventReceiver\r
-{\r
-public:\r
- // This is the one method that we have to implement\r
- virtual bool OnEvent(const SEvent& event)\r
- {\r
- /*\r
- React to nothing here if a menu is active\r
- */\r
- if(noMenuActive() == false)\r
- {\r
- clearInput();\r
- return false;\r
- }\r
-\r
- // Remember whether each key is down or up\r
- if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
- {\r
- keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
-\r
- if(event.KeyInput.PressedDown)\r
- {\r
- //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
- \r
- /*\r
- Launch menus\r
- */\r
-\r
- if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
- {\r
- if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
- {\r
- dstream<<DTIME<<"MyEventReceiver: "\r
- <<"Launching pause menu"<<std::endl;\r
- // It will delete itself by itself\r
- (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
- &g_menumgr))->drop();\r
- return true;\r
- }\r
- if(event.KeyInput.Key == irr::KEY_KEY_I)\r
- {\r
- dstream<<DTIME<<"MyEventReceiver: "\r
- <<"Launching inventory"<<std::endl;\r
- (new GUIInventoryMenu(guienv, guiroot, -1,\r
- &local_inventory, &inventory_action_queue,\r
- &g_menumgr))->drop();\r
- return true;\r
- }\r
- if(event.KeyInput.Key == irr::KEY_KEY_T)\r
- {\r
- TextDest *dest = new TextDestChat(g_client);\r
-\r
- (new GUITextInputMenu(guienv, guiroot, -1,\r
- &g_menumgr, dest,\r
- L""))->drop();\r
- }\r
- }\r
-\r
- // Item selection\r
- if(event.KeyInput.Key >= irr::KEY_KEY_0\r
- && event.KeyInput.Key <= irr::KEY_KEY_9)\r
- {\r
- u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0;\r
- if(event.KeyInput.Key == irr::KEY_KEY_0)\r
- s1 = 10;\r
- if(s1 < PLAYER_INVENTORY_SIZE && s1 < hotbar_itemcount)\r
- g_selected_item = s1-1;\r
- dstream<<DTIME<<"Selected item: "\r
- <<g_selected_item<<std::endl;\r
- }\r
-\r
- // Viewing range selection\r
- if(event.KeyInput.Key == irr::KEY_KEY_R)\r
- {\r
- if(draw_control.range_all)\r
- {\r
- draw_control.range_all = false;\r
- dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
- }\r
- else\r
- {\r
- draw_control.range_all = true;\r
- dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
- }\r
- }\r
-\r
- // Print debug stacks\r
- if(event.KeyInput.Key == irr::KEY_KEY_P)\r
- {\r
- dstream<<"-----------------------------------------"\r
- <<std::endl;\r
- dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
- dstream<<"-----------------------------------------"\r
- <<std::endl;\r
- debug_stacks_print();\r
- }\r
- }\r
- }\r
-\r
- if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
- {\r
- if(noMenuActive() == false)\r
- {\r
- left_active = false;\r
- middle_active = false;\r
- right_active = false;\r
- }\r
- else\r
- {\r
- //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
- left_active = event.MouseInput.isLeftPressed();\r
- middle_active = event.MouseInput.isMiddlePressed();\r
- right_active = event.MouseInput.isRightPressed();\r
-\r
- if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
- {\r
- leftclicked = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
- {\r
- rightclicked = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
- {\r
- leftreleased = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
- {\r
- rightreleased = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
- {\r
- /*dstream<<"event.MouseInput.Wheel="\r
- <<event.MouseInput.Wheel<<std::endl;*/\r
- \r
- u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE-1,\r
- hotbar_itemcount-1);\r
- if(event.MouseInput.Wheel < 0)\r
- {\r
- if(g_selected_item < max_item)\r
- g_selected_item++;\r
- else\r
- g_selected_item = 0;\r
- }\r
- else if(event.MouseInput.Wheel > 0)\r
- {\r
- if(g_selected_item > 0)\r
- g_selected_item--;\r
- else\r
- g_selected_item = max_item;\r
- }\r
- }\r
- }\r
- }\r
-\r
- return false;\r
- }\r
-\r
- // This is used to check whether a key is being held down\r
- virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
- {\r
- return keyIsDown[keyCode];\r
- }\r
-\r
- void clearInput()\r
- {\r
- for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
- keyIsDown[i] = false;\r
- \r
- leftclicked = false;\r
- rightclicked = false;\r
- leftreleased = false;\r
- rightreleased = false;\r
-\r
- left_active = false;\r
- middle_active = false;\r
- right_active = false;\r
- }\r
-\r
- MyEventReceiver()\r
- {\r
- clearInput();\r
- }\r
-\r
- bool leftclicked;\r
- bool rightclicked;\r
- bool leftreleased;\r
- bool rightreleased;\r
-\r
- bool left_active;\r
- bool middle_active;\r
- bool right_active;\r
-\r
-private:\r
- // We use this array to store the current state of each key\r
- bool keyIsDown[KEY_KEY_CODES_COUNT];\r
- //s32 mouseX;\r
- //s32 mouseY;\r
- IrrlichtDevice *m_device;\r
-};\r
-\r
-class InputHandler\r
-{\r
-public:\r
- InputHandler()\r
- {\r
- }\r
- virtual ~InputHandler()\r
- {\r
- }\r
-\r
- virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
-\r
- virtual v2s32 getMousePos() = 0;\r
- virtual void setMousePos(s32 x, s32 y) = 0;\r
-\r
- virtual bool getLeftState() = 0;\r
- virtual bool getRightState() = 0;\r
-\r
- virtual bool getLeftClicked() = 0;\r
- virtual bool getRightClicked() = 0;\r
- virtual void resetLeftClicked() = 0;\r
- virtual void resetRightClicked() = 0;\r
-\r
- virtual bool getLeftReleased() = 0;\r
- virtual bool getRightReleased() = 0;\r
- virtual void resetLeftReleased() = 0;\r
- virtual void resetRightReleased() = 0;\r
- \r
- virtual void step(float dtime) {};\r
-\r
- virtual void clear() {};\r
-};\r
-\r
-InputHandler *g_input = NULL;\r
-\r
-class RealInputHandler : public InputHandler\r
-{\r
-public:\r
- RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
- m_device(device),\r
- m_receiver(receiver)\r
- {\r
- }\r
- virtual bool isKeyDown(EKEY_CODE keyCode)\r
- {\r
- return m_receiver->IsKeyDown(keyCode);\r
- }\r
- virtual v2s32 getMousePos()\r
- {\r
- return m_device->getCursorControl()->getPosition();\r
- }\r
- virtual void setMousePos(s32 x, s32 y)\r
- {\r
- m_device->getCursorControl()->setPosition(x, y);\r
- }\r
-\r
- virtual bool getLeftState()\r
- {\r
- return m_receiver->left_active;\r
- }\r
- virtual bool getRightState()\r
- {\r
- return m_receiver->right_active;\r
- }\r
- \r
- virtual bool getLeftClicked()\r
- {\r
- return m_receiver->leftclicked;\r
- }\r
- virtual bool getRightClicked()\r
- {\r
- return m_receiver->rightclicked;\r
- }\r
- virtual void resetLeftClicked()\r
- {\r
- m_receiver->leftclicked = false;\r
- }\r
- virtual void resetRightClicked()\r
- {\r
- m_receiver->rightclicked = false;\r
- }\r
-\r
- virtual bool getLeftReleased()\r
- {\r
- return m_receiver->leftreleased;\r
- }\r
- virtual bool getRightReleased()\r
- {\r
- return m_receiver->rightreleased;\r
- }\r
- virtual void resetLeftReleased()\r
- {\r
- m_receiver->leftreleased = false;\r
- }\r
- virtual void resetRightReleased()\r
- {\r
- m_receiver->rightreleased = false;\r
- }\r
-\r
- void clear()\r
- {\r
- resetRightClicked();\r
- resetLeftClicked();\r
- }\r
-private:\r
- IrrlichtDevice *m_device;\r
- MyEventReceiver *m_receiver;\r
-};\r
-\r
-class RandomInputHandler : public InputHandler\r
-{\r
-public:\r
- RandomInputHandler()\r
- {\r
- leftclicked = false;\r
- rightclicked = false;\r
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
- keydown[i] = false;\r
- }\r
- virtual bool isKeyDown(EKEY_CODE keyCode)\r
- {\r
- return keydown[keyCode];\r
- }\r
- virtual v2s32 getMousePos()\r
- {\r
- return mousepos;\r
- }\r
- virtual void setMousePos(s32 x, s32 y)\r
- {\r
- mousepos = v2s32(x,y);\r
- }\r
-\r
- virtual bool getLeftState()\r
- {\r
- return false;\r
- }\r
- virtual bool getRightState()\r
- {\r
- return false;\r
- }\r
-\r
- virtual bool getLeftClicked()\r
- {\r
- return leftclicked;\r
- }\r
- virtual bool getRightClicked()\r
- {\r
- return rightclicked;\r
- }\r
- virtual void resetLeftClicked()\r
- {\r
- leftclicked = false;\r
- }\r
- virtual void resetRightClicked()\r
- {\r
- rightclicked = false;\r
- }\r
-\r
- virtual bool getLeftReleased()\r
- {\r
- return false;\r
- }\r
- virtual bool getRightReleased()\r
- {\r
- return false;\r
- }\r
- virtual void resetLeftReleased()\r
- {\r
- }\r
- virtual void resetRightReleased()\r
- {\r
- }\r
-\r
- virtual void step(float dtime)\r
- {\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1,10);\r
- /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
- g_selected_material++;\r
- else\r
- g_selected_material = 0;*/\r
- if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
- g_selected_item++;\r
- else\r
- g_selected_item = 0;\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 20);\r
- mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 30);\r
- leftclicked = true;\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 20);\r
- rightclicked = true;\r
- }\r
- }\r
- mousepos += mousespeed;\r
- }\r
-\r
- s32 Rand(s32 min, s32 max)\r
- {\r
- return (myrand()%(max-min+1))+min;\r
- }\r
-private:\r
- bool keydown[KEY_KEY_CODES_COUNT];\r
- v2s32 mousepos;\r
- v2s32 mousespeed;\r
- bool leftclicked;\r
- bool rightclicked;\r
-};\r
-\r
-void updateViewingRange(f32 frametime_in, Client *client)\r
-{\r
- if(draw_control.range_all == true)\r
- return;\r
- \r
- static f32 added_frametime = 0;\r
- static s16 added_frames = 0;\r
-\r
- added_frametime += frametime_in;\r
- added_frames += 1;\r
-\r
- // Actually this counter kind of sucks because frametime is busytime\r
- static f32 counter = 0;\r
- counter -= frametime_in;\r
- if(counter > 0)\r
- return;\r
- //counter = 0.1;\r
- counter = 0.2;\r
-\r
- /*dstream<<__FUNCTION_NAME\r
- <<": Collected "<<added_frames<<" frames, total of "\r
- <<added_frametime<<"s."<<std::endl;*/\r
- \r
- /*dstream<<"draw_control.blocks_drawn="\r
- <<draw_control.blocks_drawn\r
- <<", draw_control.blocks_would_have_drawn="\r
- <<draw_control.blocks_would_have_drawn\r
- <<std::endl;*/\r
- \r
- float range_min = g_settings.getS16("viewing_range_nodes_min");\r
- float range_max = g_settings.getS16("viewing_range_nodes_max");\r
- \r
- draw_control.wanted_min_range = range_min;\r
- draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
- \r
- float block_draw_ratio = 1.0;\r
- if(draw_control.blocks_would_have_drawn != 0)\r
- {\r
- block_draw_ratio = (float)draw_control.blocks_drawn\r
- / (float)draw_control.blocks_would_have_drawn;\r
- }\r
-\r
- // Calculate the average frametime in the case that all wanted\r
- // blocks had been drawn\r
- f32 frametime = added_frametime / added_frames / block_draw_ratio;\r
- \r
- added_frametime = 0.0;\r
- added_frames = 0;\r
- \r
- float wanted_fps = g_settings.getFloat("wanted_fps");\r
- float wanted_frametime = 1.0 / wanted_fps;\r
- \r
- f32 wanted_frametime_change = wanted_frametime - frametime;\r
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
- \r
- // If needed frametime change is very small, just return\r
- if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
- {\r
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
- return;\r
- }\r
-\r
- float range = draw_control.wanted_range;\r
- float new_range = range;\r
-\r
- static s16 range_old = 0;\r
- static f32 frametime_old = 0;\r
- \r
- float d_range = range - range_old;\r
- f32 d_frametime = frametime - frametime_old;\r
- // A sane default of 30ms per 50 nodes of range\r
- static f32 time_per_range = 30. / 50;\r
- if(d_range != 0)\r
- {\r
- time_per_range = d_frametime / d_range;\r
- }\r
- \r
- // The minimum allowed calculated frametime-range derivative:\r
- // Practically this sets the maximum speed of changing the range.\r
- // The lower this value, the higher the maximum changing speed.\r
- // A low value here results in wobbly range (0.001)\r
- // A high value here results in slow changing range (0.0025)\r
- // SUGG: This could be dynamically adjusted so that when\r
- // the camera is turning, this is lower\r
- //float min_time_per_range = 0.0015;\r
- float min_time_per_range = 0.0010;\r
- //float min_time_per_range = 0.05 / range;\r
- if(time_per_range < min_time_per_range)\r
- {\r
- time_per_range = min_time_per_range;\r
- //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
- }\r
- else\r
- {\r
- //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
- }\r
-\r
- f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
- // Dampen the change a bit to kill oscillations\r
- //wanted_range_change *= 0.9;\r
- //wanted_range_change *= 0.75;\r
- wanted_range_change *= 0.5;\r
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
-\r
- // If needed range change is very small, just return\r
- if(fabs(wanted_range_change) < 0.001)\r
- {\r
- //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
- return;\r
- }\r
-\r
- new_range += wanted_range_change;\r
- //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
- \r
- //float new_range_unclamped = new_range;\r
- if(new_range < range_min)\r
- new_range = range_min;\r
- if(new_range > range_max)\r
- new_range = range_max;\r
- \r
- /*if(new_range != new_range_unclamped)\r
- dstream<<", clamped to "<<new_range<<std::endl;\r
- else\r
- dstream<<std::endl;*/\r
-\r
- draw_control.wanted_range = new_range;\r
-\r
- range_old = new_range;\r
- frametime_old = frametime;\r
-}\r
-\r
-#if 0\r
-// TODO: Remove\r
-class GUIQuickInventory\r
-{\r
-public:\r
- GUIQuickInventory(\r
- gui::IGUIEnvironment* env,\r
- gui::IGUIElement* parent,\r
- v2s32 pos,\r
- s32 itemcount,\r
- Inventory *inventory):\r
- m_itemcount(itemcount),\r
- m_inventory(inventory)\r
- {\r
- core::rect<s32> imgsize(0,0,quickinv_size,quickinv_size);\r
- core::rect<s32> textsize(0,0,quickinv_size,quickinv_size);\r
- bgtext = env->addStaticText(L"", core::rect<s32>(0,0,1,1), false, false);\r
- bgtext->setBackgroundColor(\r
- video::SColor(128,0,0,0));\r
- for(s32 i=0; i<m_itemcount; i++)\r
- {\r
- m_images.push_back(env->addImage(\r
- imgsize\r
- ));\r
- m_images[i]->setScaleImage(true);\r
- m_texts.push_back(env->addStaticText(\r
- L"",\r
- textsize,\r
- false, false\r
- ));\r
- /*m_texts[i]->setBackgroundColor(\r
- video::SColor(128,0,0,0));*/\r
- m_texts[i]->setTextAlignment(\r
- gui::EGUIA_LOWERRIGHT,\r
- gui::EGUIA_LOWERRIGHT);\r
- }\r
-\r
- updatePosition(pos);\r
- }\r
-\r
- ~GUIQuickInventory()\r
- {\r
- for(u32 i=0; i<m_texts.size(); i++)\r
- {\r
- m_texts[i]->remove();\r
- }\r
- for(u32 i=0; i<m_images.size(); i++)\r
- {\r
- m_images[i]->remove();\r
- }\r
- bgtext->remove();\r
- }\r
-\r
- void updatePosition(v2s32 pos)\r
- {\r
- v2s32 spacing(quickinv_spacing, 0);\r
- for(s32 i=0; i<m_itemcount; i++)\r
- {\r
- m_images[i]->setRelativePosition(pos + spacing*i);\r
- m_texts[i]->setRelativePosition(pos + spacing*i);\r
- }\r
- core::rect<s32> bgrect(-quickinv_outer_padding,-quickinv_outer_padding,\r
- (quickinv_itemcount-1)*quickinv_spacing+quickinv_size+quickinv_outer_padding,\r
- quickinv_size+quickinv_outer_padding);\r
- bgtext->setRelativePosition(bgrect+pos);\r
- }\r
-\r
- void setSelection(s32 i)\r
- {\r
- m_selection = i;\r
- }\r
-\r
- void update()\r
- {\r
- s32 start = 0;\r
-\r
- //start = m_selection - m_itemcount / 2;\r
-\r
- InventoryList *mainlist = m_inventory->getList("main");\r
-\r
- for(s32 i=0; i<m_itemcount; i++)\r
- {\r
- s32 j = i + start;\r
-\r
- if(j > (s32)mainlist->getSize() - 1)\r
- j -= mainlist->getSize();\r
- if(j < 0)\r
- j += mainlist->getSize();\r
- \r
- InventoryItem *item = mainlist->getItem(j);\r
- // Null items\r
- if(item == NULL)\r
- {\r
- m_images[i]->setImage(NULL);\r
-\r
- if(m_selection == j)\r
- m_texts[i]->setText(L"->");\r
- else\r
- m_texts[i]->setText(L"");\r
-\r
- // The next ifs will segfault with a NULL pointer\r
- continue;\r
- }\r
- \r
- \r
- m_images[i]->setImage(item->getImage());\r
- \r
- std::ostringstream os;\r
- if(m_selection == j)\r
- os<<"-> ";\r
- os<<item->getText();\r
- m_texts[i]->setText(narrow_to_wide(os.str()).c_str());\r
-\r
- /*wchar_t t[10];\r
- if(m_selection == j)\r
- swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
- else\r
- swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
- m_texts[i]->setText(t);*/\r
- }\r
- }\r
-\r
-private:\r
- s32 m_itemcount;\r
- gui::IGUIStaticText *bgtext;\r
- core::array<gui::IGUIStaticText*> m_texts;\r
- core::array<gui::IGUIImage*> m_images;\r
- Inventory *m_inventory;\r
- s32 m_selection;\r
-};\r
-#endif\r
-\r
-void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,\r
- v2s32 centerlowerpos, s32 imgsize, s32 itemcount,\r
- Inventory *inventory)\r
-{\r
- InventoryList *mainlist = inventory->getList("main");\r
- if(mainlist == NULL)\r
- {\r
- dstream<<"WARNING: draw_hotbar(): mainlist == NULL"<<std::endl;\r
- return;\r
- }\r
- \r
- s32 padding = imgsize/12;\r
- //s32 height = imgsize + padding*2;\r
- s32 width = itemcount*(imgsize+padding*2);\r
- \r
- // Position of upper left corner of bar\r
- v2s32 pos = centerlowerpos - v2s32(width/2, imgsize+padding*2);\r
- \r
- // Draw background color\r
- /*core::rect<s32> barrect(0,0,width,height);\r
- barrect += pos;\r
- video::SColor bgcolor(255,128,128,128);\r
- driver->draw2DRectangle(bgcolor, barrect, NULL);*/\r
-\r
- core::rect<s32> imgrect(0,0,imgsize,imgsize);\r
-\r
- for(s32 i=0; i<itemcount; i++)\r
- {\r
- InventoryItem *item = mainlist->getItem(i);\r
- \r
- core::rect<s32> rect = imgrect + pos\r
- + v2s32(padding+i*(imgsize+padding*2), padding);\r
- \r
- if(g_selected_item == i)\r
- {\r
- driver->draw2DRectangle(video::SColor(255,255,0,0),\r
- core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,\r
- rect.LowerRightCorner + v2s32(1,1)*padding),\r
- NULL);\r
- }\r
- else\r
- {\r
- video::SColor bgcolor2(128,0,0,0);\r
- driver->draw2DRectangle(bgcolor2, rect, NULL);\r
- }\r
-\r
- if(item != NULL)\r
- {\r
- drawInventoryItem(driver, font, item, rect, NULL);\r
- }\r
- }\r
-}\r
-\r
-// Chat data\r
-struct ChatLine\r
-{\r
- ChatLine():\r
- age(0.0)\r
- {\r
- }\r
- ChatLine(const std::wstring &a_text):\r
- age(0.0),\r
- text(a_text)\r
- {\r
- }\r
- float age;\r
- std::wstring text;\r
-};\r
-\r
-// These are defined global so that they're not optimized too much.\r
-// Can't change them to volatile.\r
-s16 temp16;\r
-f32 tempf;\r
-v3f tempv3f1;\r
-v3f tempv3f2;\r
-std::string tempstring;\r
-std::string tempstring2;\r
-\r
-void SpeedTests()\r
-{\r
- {\r
- dstream<<"The following test should take around 20ms."<<std::endl;\r
- TimeTaker timer("Testing std::string speed");\r
- const u32 jj = 10000;\r
- for(u32 j=0; j<jj; j++)\r
- {\r
- tempstring = "";\r
- tempstring2 = "";\r
- const u32 ii = 10;\r
- for(u32 i=0; i<ii; i++){\r
- tempstring2 += "asd";\r
- }\r
- for(u32 i=0; i<ii+1; i++){\r
- tempstring += "asd";\r
- if(tempstring == tempstring2)\r
- break;\r
- }\r
- }\r
- }\r
- \r
- dstream<<"All of the following tests should take around 100ms each."\r
- <<std::endl;\r
-\r
- {\r
- TimeTaker timer("Testing floating-point conversion speed");\r
- tempf = 0.001;\r
- for(u32 i=0; i<4000000; i++){\r
- temp16 += tempf;\r
- tempf += 0.001;\r
- }\r
- }\r
- \r
- {\r
- TimeTaker timer("Testing floating-point vector speed");\r
-\r
- tempv3f1 = v3f(1,2,3);\r
- tempv3f2 = v3f(4,5,6);\r
- for(u32 i=0; i<10000000; i++){\r
- tempf += tempv3f1.dotProduct(tempv3f2);\r
- tempv3f2 += v3f(7,8,9);\r
- }\r
- }\r
-\r
- {\r
- TimeTaker timer("Testing core::map speed");\r
- \r
- core::map<v2s16, f32> map1;\r
- tempf = -324;\r
- const s16 ii=300;\r
- for(s16 y=0; y<ii; y++){\r
- for(s16 x=0; x<ii; x++){\r
- map1.insert(v2s16(x,y), tempf);\r
- tempf += 1;\r
- }\r
- }\r
- for(s16 y=ii-1; y>=0; y--){\r
- for(s16 x=0; x<ii; x++){\r
- tempf = map1[v2s16(x,y)];\r
- }\r
- }\r
- }\r
-\r
- {\r
- dstream<<"Around 5000/ms should do well here."<<std::endl;\r
- TimeTaker timer("Testing mutex speed");\r
- \r
- JMutex m;\r
- m.Init();\r
- u32 n = 0;\r
- u32 i = 0;\r
- do{\r
- n += 10000;\r
- for(; i<n; i++){\r
- m.Lock();\r
- m.Unlock();\r
- }\r
- }\r
- // Do at least 10ms\r
- while(timer.getTime() < 10);\r
-\r
- u32 dtime = timer.stop();\r
- u32 per_ms = n / dtime;\r
- std::cout<<"Done. "<<dtime<<"ms, "\r
- <<per_ms<<"/ms"<<std::endl;\r
- }\r
-}\r
-\r
-int main(int argc, char *argv[])\r
-{\r
- /*\r
- Parse command line\r
- */\r
- \r
- // List all allowed options\r
- core::map<std::string, ValueSpec> allowed_options;\r
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
- "Run server directly"));\r
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
- "Load configuration from specified file"));\r
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
-#ifdef _WIN32\r
- allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
-#endif\r
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
-\r
- Settings cmd_args;\r
- \r
- bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
-\r
- if(ret == false || cmd_args.getFlag("help"))\r
- {\r
- dstream<<"Allowed options:"<<std::endl;\r
- for(core::map<std::string, ValueSpec>::Iterator\r
- i = allowed_options.getIterator();\r
- i.atEnd() == false; i++)\r
- {\r
- dstream<<" --"<<i.getNode()->getKey();\r
- if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
- {\r
- }\r
- else\r
- {\r
- dstream<<" <value>";\r
- }\r
- dstream<<std::endl;\r
-\r
- if(i.getNode()->getValue().help != NULL)\r
- {\r
- dstream<<" "<<i.getNode()->getValue().help\r
- <<std::endl;\r
- }\r
- }\r
-\r
- return cmd_args.getFlag("help") ? 0 : 1;\r
- }\r
- \r
- /*\r
- Low-level initialization\r
- */\r
-\r
- bool disable_stderr = false;\r
-#ifdef _WIN32\r
- if(cmd_args.getFlag("dstream-on-stderr") == false)\r
- disable_stderr = true;\r
-#endif\r
-\r
- // Initialize debug streams\r
- debugstreams_init(disable_stderr, DEBUGFILE);\r
- // Initialize debug stacks\r
- debug_stacks_init();\r
-\r
- DSTACK(__FUNCTION_NAME);\r
-\r
- porting::signal_handler_init();\r
- bool &kill = *porting::signal_handler_killstatus();\r
- \r
- porting::initializePaths();\r
- // Create user data directory\r
- fs::CreateDir(porting::path_userdata);\r
- \r
- // C-style stuff initialization\r
- initializeMaterialProperties();\r
-\r
- // Debug handler\r
- BEGIN_DEBUG_EXCEPTION_HANDLER\r
-\r
- // Print startup message\r
- dstream<<DTIME<<"minetest-c55"\r
- " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
- <<", "<<BUILD_INFO\r
- <<std::endl;\r
- \r
- /*\r
- Basic initialization\r
- */\r
-\r
- // Initialize default settings\r
- set_default_settings();\r
- \r
- // Set locale. This is for forcing '.' as the decimal point.\r
- std::locale::global(std::locale("C"));\r
- // This enables printing all characters in bitmap font\r
- setlocale(LC_CTYPE, "en_US");\r
-\r
- // Initialize sockets\r
- sockets_init();\r
- atexit(sockets_cleanup);\r
- \r
- /*\r
- Initialization\r
- */\r
-\r
- /*\r
- Read config file\r
- */\r
- \r
- // Path of configuration file in use\r
- std::string configpath = "";\r
- \r
- if(cmd_args.exists("config"))\r
- {\r
- bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
- if(r == false)\r
- {\r
- dstream<<"Could not read configuration from \""\r
- <<cmd_args.get("config")<<"\""<<std::endl;\r
- return 1;\r
- }\r
- configpath = cmd_args.get("config");\r
- }\r
- else\r
- {\r
- core::array<std::string> filenames;\r
- filenames.push_back(porting::path_userdata + "/minetest.conf");\r
-#ifdef RUN_IN_PLACE\r
- filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
-#endif\r
-\r
- for(u32 i=0; i<filenames.size(); i++)\r
- {\r
- bool r = g_settings.readConfigFile(filenames[i].c_str());\r
- if(r)\r
- {\r
- configpath = filenames[i];\r
- break;\r
- }\r
- }\r
- \r
- // If no path found, use the first one (menu creates the file)\r
- if(configpath == "")\r
- configpath = filenames[0];\r
- }\r
-\r
- // Initialize random seed\r
- srand(time(0));\r
- mysrand(time(0));\r
-\r
- /*\r
- Pre-initialize some stuff with a dummy irrlicht wrapper.\r
-\r
- These are needed for unit tests at least.\r
- */\r
- \r
- // Initial call with g_texturesource not set.\r
- init_mapnode();\r
-\r
- /*\r
- Run unit tests\r
- */\r
-\r
- if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
- || cmd_args.getFlag("enable-unittests") == true)\r
- {\r
- run_tests();\r
- }\r
- \r
- /*for(s16 y=-100; y<100; y++)\r
- for(s16 x=-100; x<100; x++)\r
- {\r
- std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
- }\r
- return 0;*/\r
- \r
- /*\r
- Some parameters\r
- */\r
-\r
- // Port\r
- u16 port = 30000;\r
- if(cmd_args.exists("port"))\r
- port = cmd_args.getU16("port");\r
- else if(cmd_args.exists("port"))\r
- port = g_settings.getU16("port");\r
- \r
- // Map directory\r
- std::string map_dir = porting::path_userdata+"/map";\r
- if(cmd_args.exists("map-dir"))\r
- map_dir = cmd_args.get("map-dir");\r
- else if(g_settings.exists("map-dir"))\r
- map_dir = g_settings.get("map-dir");\r
- \r
- // Run dedicated server if asked to\r
- if(cmd_args.getFlag("server"))\r
- {\r
- DSTACK("Dedicated server branch");\r
-\r
- // Create server\r
- Server server(map_dir.c_str());\r
- server.start(port);\r
- \r
- // Run server\r
- dedicated_server_loop(server, kill);\r
-\r
- return 0;\r
- }\r
-\r
- /*\r
- More parameters\r
- */\r
- \r
- // Address to connect to\r
- std::string address = "";\r
- \r
- if(cmd_args.exists("address"))\r
- {\r
- address = cmd_args.get("address");\r
- }\r
- else\r
- {\r
- address = g_settings.get("address");\r
- }\r
- \r
- std::string playername = g_settings.get("name");\r
-\r
- /*\r
- Resolution selection\r
- */\r
- \r
- bool fullscreen = false;\r
- u16 screenW = g_settings.getU16("screenW");\r
- u16 screenH = g_settings.getU16("screenH");\r
-\r
- //\r
-\r
- MyEventReceiver receiver;\r
-\r
- video::E_DRIVER_TYPE driverType;\r
-\r
-#ifdef _WIN32\r
- //driverType = video::EDT_DIRECT3D9;\r
- driverType = video::EDT_OPENGL;\r
-#else\r
- driverType = video::EDT_OPENGL;\r
- //driverType = video::EDT_BURNINGSVIDEO; // Best software renderer\r
-#endif\r
-\r
- // create device and exit if creation failed\r
-\r
- IrrlichtDevice *device;\r
- device = createDevice(driverType,\r
- core::dimension2d<u32>(screenW, screenH),\r
- 16, fullscreen, false, false, &receiver);\r
-\r
- if (device == 0)\r
- return 1; // could not create selected driver.\r
- \r
- g_device = device;\r
- g_irrlicht = new IrrlichtWrapper(device);\r
- TextureSource *texturesource = new TextureSource(device);\r
- g_texturesource = texturesource;\r
-\r
- /*\r
- Speed tests (done after irrlicht is loaded to get timer)\r
- */\r
- if(cmd_args.getFlag("speedtests"))\r
- {\r
- dstream<<"Running speed tests"<<std::endl;\r
- SpeedTests();\r
- return 0;\r
- }\r
- \r
- device->setResizable(true);\r
-\r
- bool random_input = g_settings.getBool("random_input")\r
- || cmd_args.getFlag("random-input");\r
- if(random_input)\r
- g_input = new RandomInputHandler();\r
- else\r
- g_input = new RealInputHandler(device, &receiver);\r
- \r
- /*\r
- Continue initialization\r
- */\r
-\r
- video::IVideoDriver* driver = device->getVideoDriver();\r
-\r
- /*\r
- This changes the minimum allowed number of vertices in a VBO.\r
- Default is 500.\r
- */\r
- //driver->setMinHardwareBufferVertexCount(50);\r
-\r
- scene::ISceneManager* smgr = device->getSceneManager();\r
- \r
- guienv = device->getGUIEnvironment();\r
- gui::IGUISkin* skin = guienv->getSkin();\r
- gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
- if(font)\r
- skin->setFont(font);\r
- else\r
- dstream<<"WARNING: Font file was not found."\r
- " Using default font."<<std::endl;\r
- // If font was not found, this will get us one\r
- font = skin->getFont();\r
- assert(font);\r
-\r
- u32 text_height = font->getDimension(L"Hello, world!").Height;\r
- dstream<<"text_height="<<text_height<<std::endl;\r
-\r
- //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
- skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
- //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
- //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
- skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
- skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
- \r
- /*\r
- Preload some textures and stuff\r
- */\r
-\r
- init_content_inventory_texture_paths();\r
- init_mapnode(); // Second call with g_texturesource set\r
- init_mineral();\r
-\r
- /*\r
- GUI stuff\r
- */\r
-\r
- /*\r
- We need some kind of a root node to be able to add\r
- custom gui elements directly on the screen.\r
- Otherwise they won't be automatically drawn.\r
- */\r
- guiroot = guienv->addStaticText(L"",\r
- core::rect<s32>(0, 0, 10000, 10000));\r
- \r
- // First line of debug text\r
- gui::IGUIStaticText *guitext = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(5, 5, 795, 5+text_height),\r
- false, false);\r
- // Second line of debug text\r
- gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
- false, false);\r
- \r
- // At the middle of the screen\r
- // Object infos are shown in this\r
- gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),\r
- false, false);\r
- \r
- // Chat text\r
- gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(0,0,0,0),\r
- false, false); // Disable word wrap as of now\r
- //false, true);\r
- //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
- core::list<ChatLine> chat_lines;\r
- \r
- /*\r
- If an error occurs, this is set to something and the\r
- menu-game loop is restarted. It is then displayed before\r
- the menu.\r
- */\r
- std::wstring error_message = L"";\r
- \r
- /*\r
- Menu-game loop\r
- */\r
- while(g_device->run() && kill == false)\r
- {\r
- \r
- // This is used for catching disconnects\r
- try\r
- {\r
- \r
- /*\r
- Out-of-game menu loop.\r
-\r
- Loop quits when menu returns proper parameters.\r
- */\r
- while(kill == false)\r
- {\r
- // Cursor can be non-visible when coming from the game\r
- device->getCursorControl()->setVisible(true);\r
- // Some stuff are left to scene manager when coming from the game\r
- // (map at least?)\r
- smgr->clear();\r
- // Reset or hide the debug gui texts\r
- guitext->setText(L"Minetest-c55");\r
- guitext2->setVisible(false);\r
- guitext_info->setVisible(false);\r
- guitext_chat->setVisible(false);\r
- \r
- // Initialize menu data\r
- MainMenuData menudata;\r
- menudata.address = narrow_to_wide(address);\r
- menudata.name = narrow_to_wide(playername);\r
- menudata.port = narrow_to_wide(itos(port));\r
- menudata.creative_mode = g_settings.getBool("creative_mode");\r
-\r
- GUIMainMenu *menu =\r
- new GUIMainMenu(guienv, guiroot, -1, \r
- &g_menumgr, &menudata, &g_gamecallback);\r
- menu->allowFocusRemoval(true);\r
-\r
- if(error_message != L"")\r
- {\r
- GUIMessageMenu *menu2 =\r
- new GUIMessageMenu(guienv, guiroot, -1, \r
- &g_menumgr, error_message.c_str());\r
- menu2->drop();\r
- error_message = L"";\r
- }\r
-\r
- video::IVideoDriver* driver = g_device->getVideoDriver();\r
- \r
- dstream<<"Created main menu"<<std::endl;\r
-\r
- while(g_device->run())\r
- {\r
- // Run global IrrlichtWrapper's main thread processing stuff\r
- g_irrlicht->Run();\r
- \r
- if(menu->getStatus() == true)\r
- break;\r
-\r
- //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- driver->beginScene(true, true, video::SColor(255,128,128,128));\r
- guienv->drawAll();\r
- driver->endScene();\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(g_device->run() == false)\r
- break;\r
- \r
- dstream<<"Dropping main menu"<<std::endl;\r
-\r
- menu->drop();\r
- \r
- // Delete map if requested\r
- if(menudata.delete_map)\r
- {\r
- bool r = fs::RecursiveDeleteContent(map_dir);\r
- if(r == false)\r
- error_message = L"Delete failed";\r
- continue;\r
- }\r
-\r
- playername = wide_to_narrow(menudata.name);\r
- address = wide_to_narrow(menudata.address);\r
- port = stoi(wide_to_narrow(menudata.port));\r
- g_settings.set("creative_mode", itos(menudata.creative_mode));\r
- \r
- // Check for valid parameters, restart menu if invalid.\r
- if(playername == "")\r
- {\r
- error_message = L"Name required.";\r
- continue;\r
- }\r
- \r
- // Save settings\r
- g_settings.set("name", playername);\r
- g_settings.set("address", address);\r
- g_settings.set("port", itos(port));\r
- // Update configuration file\r
- if(configpath != "")\r
- g_settings.updateConfigFile(configpath.c_str());\r
- \r
- // Continue to game\r
- break;\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(g_device->run() == false)\r
- break;\r
-\r
- /*\r
- Make a scope here so that the client and the server and other\r
- stuff gets removed when disconnected or the irrlicht device\r
- is removed.\r
- */\r
- {\r
-\r
- // This is set to true at the end of the scope\r
- g_irrlicht->Shutdown(false);\r
-\r
- /*\r
- Draw "Loading" screen\r
- */\r
- const wchar_t *text = L"Loading and connecting...";\r
- core::vector2d<s32> center(screenW/2, screenH/2);\r
- core::vector2d<s32> textsize(300, text_height);\r
- core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
-\r
- gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
- text, textrect, false, false);\r
- gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
-\r
- driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- guienv->drawAll();\r
- driver->endScene();\r
-\r
- std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
- \r
- /*\r
- Create server.\r
- SharedPtr will delete it when it goes out of scope.\r
- */\r
- SharedPtr<Server> server;\r
- if(address == ""){\r
- server = new Server(map_dir);\r
- server->start(port);\r
- }\r
- \r
- /*\r
- Create client\r
- */\r
-\r
- Client client(device, playername.c_str(), draw_control);\r
- \r
- g_client = &client;\r
- \r
- Address connect_address(0,0,0,0, port);\r
- try{\r
- if(address == "")\r
- //connect_address.Resolve("localhost");\r
- connect_address.setAddress(127,0,0,1);\r
- else\r
- connect_address.Resolve(address.c_str());\r
- }\r
- catch(ResolveError &e)\r
- {\r
- std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
- //return 0;\r
- error_message = L"Couldn't resolve address";\r
- gui_loadingtext->remove();\r
- continue;\r
- }\r
- \r
- dstream<<DTIME<<"Connecting to server at ";\r
- connect_address.print(&dstream);\r
- dstream<<std::endl;\r
- client.connect(connect_address);\r
- \r
- try{\r
- while(client.connectedAndInitialized() == false)\r
- {\r
- // Update screen\r
- driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- guienv->drawAll();\r
- driver->endScene();\r
-\r
- // Update client and server\r
-\r
- client.step(0.1);\r
-\r
- if(server != NULL)\r
- server->step(0.1);\r
- \r
- // Delay a bit\r
- sleep_ms(100);\r
- }\r
- }\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- std::cout<<DTIME<<"Timed out."<<std::endl;\r
- //return 0;\r
- error_message = L"Connection timed out.";\r
- gui_loadingtext->remove();\r
- continue;\r
- }\r
-\r
- /*\r
- Create skybox\r
- */\r
- /*scene::ISceneNode* skybox;\r
- skybox = smgr->addSkyBoxSceneNode(\r
- driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
- \r
- /*\r
- Create the camera node\r
- */\r
-\r
- scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
- 0, // Camera parent\r
- v3f(BS*100, BS*2, BS*100), // Look from\r
- v3f(BS*100+1, BS*2, BS*100), // Look to\r
- -1 // Camera ID\r
- );\r
-\r
- if(camera == NULL)\r
- return 1;\r
- \r
- //video::SColor skycolor = video::SColor(255,90,140,200);\r
- //video::SColor skycolor = video::SColor(255,166,202,244);\r
- video::SColor skycolor = video::SColor(255,120,185,244);\r
-\r
- camera->setFOV(FOV_ANGLE);\r
-\r
- // Just so big a value that everything rendered is visible\r
- camera->setFarValue(100000*BS);\r
-\r
- f32 camera_yaw = 0; // "right/left"\r
- f32 camera_pitch = 0; // "up/down"\r
-\r
- /*\r
- Move into game\r
- */\r
- \r
- gui_loadingtext->remove();\r
-\r
- /*\r
- Add some gui stuff\r
- */\r
-\r
- /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
- (guienv, NULL, v2s32(10, 70), 5, &local_inventory);*/\r
- /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
- (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/\r
- \r
- // Test the text input system\r
- /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
- NULL))->drop();*/\r
- /*GUIMessageMenu *menu =\r
- new GUIMessageMenu(guienv, guiroot, -1, \r
- &g_menumgr,\r
- L"Asd");\r
- menu->drop();*/\r
- \r
- // Launch pause menu\r
- (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
- &g_menumgr))->drop();\r
- \r
- // Enable texts\r
- guitext2->setVisible(true);\r
- guitext_info->setVisible(true);\r
- guitext_chat->setVisible(true);\r
-\r
- //s32 guitext_chat_pad_bottom = 70;\r
-\r
- v2u32 screensize(0,0);\r
- v2u32 last_screensize(0,0);\r
- \r
- /*\r
- Some statistics are collected in these\r
- */\r
- u32 drawtime = 0;\r
- u32 beginscenetime = 0;\r
- u32 scenetime = 0;\r
- u32 endscenetime = 0;\r
- \r
- // A test\r
- //throw con::PeerNotFoundException("lol");\r
-\r
- core::list<float> frametime_log;\r
-\r
- /*\r
- Main loop\r
- */\r
-\r
- bool first_loop_after_window_activation = true;\r
-\r
- // Time is in milliseconds\r
- // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
- // NOTE: So we have to use getTime() and call run()s between them\r
- u32 lasttime = device->getTimer()->getTime();\r
-\r
- while(device->run() && kill == false)\r
- {\r
- if(g_disconnect_requested)\r
- {\r
- g_disconnect_requested = false;\r
- break;\r
- }\r
-\r
- /*\r
- Run global IrrlichtWrapper's main thread processing stuff\r
- */\r
- g_irrlicht->Run();\r
-\r
- /*\r
- Process TextureSource's queue\r
- */\r
- texturesource->processQueue();\r
-\r
- /*\r
- Random calculations\r
- */\r
- last_screensize = screensize;\r
- screensize = driver->getScreenSize();\r
- v2s32 displaycenter(screensize.X/2,screensize.Y/2);\r
- //bool screensize_changed = screensize != last_screensize;\r
- \r
- // Hilight boxes collected during the loop and displayed\r
- core::list< core::aabbox3d<f32> > hilightboxes;\r
- \r
- // Info text\r
- std::wstring infotext;\r
-\r
- // When screen size changes, update positions and sizes of stuff\r
- /*if(screensize_changed)\r
- {\r
- v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing);\r
- quick_inventory->updatePosition(pos);\r
- }*/\r
-\r
- //TimeTaker //timer1("//timer1");\r
- \r
- // Time of frame without fps limit\r
- float busytime;\r
- u32 busytime_u32;\r
- {\r
- // not using getRealTime is necessary for wine\r
- u32 time = device->getTimer()->getTime();\r
- if(time > lasttime)\r
- busytime_u32 = time - lasttime;\r
- else\r
- busytime_u32 = 0;\r
- busytime = busytime_u32 / 1000.0;\r
- }\r
-\r
- //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
- \r
- // Absolutelu necessary for wine!\r
- device->run();\r
-\r
- /*\r
- Viewing range\r
- */\r
- \r
- updateViewingRange(busytime, &client);\r
- \r
- /*\r
- FPS limiter\r
- */\r
-\r
- {\r
- float fps_max = g_settings.getFloat("fps_max");\r
- u32 frametime_min = 1000./fps_max;\r
- \r
- if(busytime_u32 < frametime_min)\r
- {\r
- u32 sleeptime = frametime_min - busytime_u32;\r
- device->sleep(sleeptime);\r
- }\r
- }\r
-\r
- // Absolutelu necessary for wine!\r
- device->run();\r
-\r
- /*\r
- Time difference calculation\r
- */\r
- f32 dtime; // in seconds\r
- \r
- u32 time = device->getTimer()->getTime();\r
- if(time > lasttime)\r
- dtime = (time - lasttime) / 1000.0;\r
- else\r
- dtime = 0;\r
- lasttime = time;\r
-\r
- /*\r
- Log frametime for visualization\r
- */\r
- frametime_log.push_back(dtime);\r
- if(frametime_log.size() > 100)\r
- {\r
- core::list<float>::Iterator i = frametime_log.begin();\r
- frametime_log.erase(i);\r
- }\r
-\r
- /*\r
- Visualize frametime in terminal\r
- */\r
- /*for(u32 i=0; i<dtime*400; i++)\r
- std::cout<<"X";\r
- std::cout<<std::endl;*/\r
-\r
- /*\r
- Time average and jitter calculation\r
- */\r
-\r
- static f32 dtime_avg1 = 0.0;\r
- dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
- f32 dtime_jitter1 = dtime - dtime_avg1;\r
-\r
- static f32 dtime_jitter1_max_sample = 0.0;\r
- static f32 dtime_jitter1_max_fraction = 0.0;\r
- {\r
- static f32 jitter1_max = 0.0;\r
- static f32 counter = 0.0;\r
- if(dtime_jitter1 > jitter1_max)\r
- jitter1_max = dtime_jitter1;\r
- counter += dtime;\r
- if(counter > 0.0)\r
- {\r
- counter -= 3.0;\r
- dtime_jitter1_max_sample = jitter1_max;\r
- dtime_jitter1_max_fraction\r
- = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
- jitter1_max = 0.0;\r
- }\r
- }\r
- \r
- /*\r
- Busytime average and jitter calculation\r
- */\r
-\r
- static f32 busytime_avg1 = 0.0;\r
- busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
- f32 busytime_jitter1 = busytime - busytime_avg1;\r
- \r
- static f32 busytime_jitter1_max_sample = 0.0;\r
- static f32 busytime_jitter1_min_sample = 0.0;\r
- {\r
- static f32 jitter1_max = 0.0;\r
- static f32 jitter1_min = 0.0;\r
- static f32 counter = 0.0;\r
- if(busytime_jitter1 > jitter1_max)\r
- jitter1_max = busytime_jitter1;\r
- if(busytime_jitter1 < jitter1_min)\r
- jitter1_min = busytime_jitter1;\r
- counter += dtime;\r
- if(counter > 0.0){\r
- counter -= 3.0;\r
- busytime_jitter1_max_sample = jitter1_max;\r
- busytime_jitter1_min_sample = jitter1_min;\r
- jitter1_max = 0.0;\r
- jitter1_min = 0.0;\r
- }\r
- }\r
- \r
- /*\r
- Debug info for client\r
- */\r
- {\r
- static float counter = 0.0;\r
- counter -= dtime;\r
- if(counter < 0)\r
- {\r
- counter = 30.0;\r
- client.printDebugInfo(std::cout);\r
- }\r
- }\r
-\r
- /*\r
- Input handler step()\r
- */\r
- g_input->step(dtime);\r
-\r
- /*\r
- Player speed control\r
- */\r
- \r
- {\r
- /*bool a_up,\r
- bool a_down,\r
- bool a_left,\r
- bool a_right,\r
- bool a_jump,\r
- bool a_superspeed,\r
- bool a_sneak,\r
- float a_pitch,\r
- float a_yaw*/\r
- PlayerControl control(\r
- g_input->isKeyDown(irr::KEY_KEY_W),\r
- g_input->isKeyDown(irr::KEY_KEY_S),\r
- g_input->isKeyDown(irr::KEY_KEY_A),\r
- g_input->isKeyDown(irr::KEY_KEY_D),\r
- g_input->isKeyDown(irr::KEY_SPACE),\r
- g_input->isKeyDown(irr::KEY_KEY_E),\r
- g_input->isKeyDown(irr::KEY_LSHIFT)\r
- || g_input->isKeyDown(irr::KEY_RSHIFT),\r
- camera_pitch,\r
- camera_yaw\r
- );\r
- client.setPlayerControl(control);\r
- }\r
-\r
- /*\r
- Process environment\r
- */\r
- \r
- {\r
- //TimeTaker timer("client.step(dtime)");\r
- client.step(dtime);\r
- //client.step(dtime_avg1);\r
- }\r
-\r
- if(server != NULL)\r
- {\r
- //TimeTaker timer("server->step(dtime)");\r
- server->step(dtime);\r
- }\r
-\r
- v3f player_position = client.getPlayerPosition();\r
- \r
- //TimeTaker //timer2("//timer2");\r
-\r
- /*\r
- Mouse and camera control\r
- */\r
- \r
- if((device->isWindowActive() && noMenuActive()) || random_input)\r
- {\r
- if(!random_input)\r
- device->getCursorControl()->setVisible(false);\r
-\r
- if(first_loop_after_window_activation){\r
- //std::cout<<"window active, first loop"<<std::endl;\r
- first_loop_after_window_activation = false;\r
- }\r
- else{\r
- s32 dx = g_input->getMousePos().X - displaycenter.X;\r
- s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
- //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
- camera_yaw -= dx*0.2;\r
- camera_pitch += dy*0.2;\r
- if(camera_pitch < -89.5) camera_pitch = -89.5;\r
- if(camera_pitch > 89.5) camera_pitch = 89.5;\r
- }\r
- g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
- }\r
- else{\r
- device->getCursorControl()->setVisible(true);\r
-\r
- //std::cout<<"window inactive"<<std::endl;\r
- first_loop_after_window_activation = true;\r
- }\r
-\r
- camera_yaw = wrapDegrees(camera_yaw);\r
- camera_pitch = wrapDegrees(camera_pitch);\r
- \r
- v3f camera_direction = v3f(0,0,1);\r
- camera_direction.rotateYZBy(camera_pitch);\r
- camera_direction.rotateXZBy(camera_yaw);\r
- \r
- // This is at the height of the eyes of the current figure\r
- //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
- // This is more like in minecraft\r
- v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
-\r
- camera->setPosition(camera_position);\r
- // *100.0 helps in large map coordinates\r
- camera->setTarget(camera_position + camera_direction * 100.0);\r
-\r
- if(FIELD_OF_VIEW_TEST){\r
- //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
- client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
- }\r
- else{\r
- //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
- //TimeTaker timer("client.updateCamera");\r
- client.updateCamera(camera_position, camera_direction);\r
- }\r
- \r
- //timer2.stop();\r
- //TimeTaker //timer3("//timer3");\r
-\r
- /*\r
- Calculate what block is the crosshair pointing to\r
- */\r
- \r
- //u32 t1 = device->getTimer()->getRealTime();\r
- \r
- //f32 d = 4; // max. distance\r
- f32 d = 4; // max. distance\r
- core::line3d<f32> shootline(camera_position,\r
- camera_position + camera_direction * BS * (d+1));\r
-\r
- MapBlockObject *selected_object = client.getSelectedObject\r
- (d*BS, camera_position, shootline);\r
-\r
- /*\r
- If it's pointing to a MapBlockObject\r
- */\r
-\r
- if(selected_object != NULL)\r
- {\r
- //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
-\r
- core::aabbox3d<f32> box_on_map\r
- = selected_object->getSelectionBoxOnMap();\r
-\r
- hilightboxes.push_back(box_on_map);\r
-\r
- infotext = narrow_to_wide(selected_object->infoText());\r
-\r
- if(g_input->getLeftClicked())\r
- {\r
- std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
- client.clickObject(0, selected_object->getBlock()->getPos(),\r
- selected_object->getId(), g_selected_item);\r
- }\r
- else if(g_input->getRightClicked())\r
- {\r
- std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
- /*\r
- Check if we want to modify the object ourselves\r
- */\r
- if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
- {\r
- dstream<<"Sign object right-clicked"<<std::endl;\r
- \r
- if(random_input == false)\r
- {\r
- // Get a new text for it\r
-\r
- TextDest *dest = new TextDestSign(\r
- selected_object->getBlock()->getPos(),\r
- selected_object->getId(),\r
- &client);\r
-\r
- SignObject *sign_object = (SignObject*)selected_object;\r
-\r
- std::wstring wtext =\r
- narrow_to_wide(sign_object->getText());\r
-\r
- (new GUITextInputMenu(guienv, guiroot, -1,\r
- &g_menumgr, dest,\r
- wtext))->drop();\r
- }\r
- }\r
- /*\r
- Otherwise pass the event to the server as-is\r
- */\r
- else\r
- {\r
- client.clickObject(1, selected_object->getBlock()->getPos(),\r
- selected_object->getId(), g_selected_item);\r
- }\r
- }\r
- }\r
- else // selected_object == NULL\r
- {\r
-\r
- /*\r
- Find out which node we are pointing at\r
- */\r
- \r
- bool nodefound = false;\r
- v3s16 nodepos;\r
- v3s16 neighbourpos;\r
- core::aabbox3d<f32> nodehilightbox;\r
- f32 mindistance = BS * 1001;\r
- \r
- v3s16 pos_i = floatToInt(player_position);\r
-\r
- /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
- <<std::endl;*/\r
-\r
- s16 a = d;\r
- s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
- s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
- s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
- s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
- s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
- s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
- \r
- for(s16 y = ystart; y <= yend; y++)\r
- for(s16 z = zstart; z <= zend; z++)\r
- for(s16 x = xstart; x <= xend; x++)\r
- {\r
- MapNode n;\r
- try\r
- {\r
- n = client.getNode(v3s16(x,y,z));\r
- if(content_pointable(n.d) == false)\r
- continue;\r
- }\r
- catch(InvalidPositionException &e)\r
- {\r
- continue;\r
- }\r
-\r
- v3s16 np(x,y,z);\r
- v3f npf = intToFloat(np);\r
- \r
- f32 d = 0.01;\r
- \r
- v3s16 dirs[6] = {\r
- v3s16(0,0,1), // back\r
- v3s16(0,1,0), // top\r
- v3s16(1,0,0), // right\r
- v3s16(0,0,-1), // front\r
- v3s16(0,-1,0), // bottom\r
- v3s16(-1,0,0), // left\r
- };\r
- \r
- /*\r
- Meta-objects\r
- */\r
- if(n.d == CONTENT_TORCH)\r
- {\r
- v3s16 dir = unpackDir(n.dir);\r
- v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
- dir_f *= BS/2 - BS/6 - BS/20;\r
- v3f cpf = npf + dir_f;\r
- f32 distance = (cpf - camera_position).getLength();\r
-\r
- core::aabbox3d<f32> box;\r
- \r
- // bottom\r
- if(dir == v3s16(0,-1,0))\r
- {\r
- box = core::aabbox3d<f32>(\r
- npf - v3f(BS/6, BS/2, BS/6),\r
- npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
- );\r
- }\r
- // top\r
- else if(dir == v3s16(0,1,0))\r
- {\r
- box = core::aabbox3d<f32>(\r
- npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
- npf + v3f(BS/6, BS/2, BS/6)\r
- );\r
- }\r
- // side\r
- else\r
- {\r
- box = core::aabbox3d<f32>(\r
- cpf - v3f(BS/6, BS/3, BS/6),\r
- cpf + v3f(BS/6, BS/3, BS/6)\r
- );\r
- }\r
-\r
- if(distance < mindistance)\r
- {\r
- if(box.intersectsWithLine(shootline))\r
- {\r
- nodefound = true;\r
- nodepos = np;\r
- neighbourpos = np;\r
- mindistance = distance;\r
- nodehilightbox = box;\r
- }\r
- }\r
- }\r
- /*\r
- Regular blocks\r
- */\r
- else\r
- {\r
- for(u16 i=0; i<6; i++)\r
- {\r
- v3f dir_f = v3f(dirs[i].X,\r
- dirs[i].Y, dirs[i].Z);\r
- v3f centerpoint = npf + dir_f * BS/2;\r
- f32 distance =\r
- (centerpoint - camera_position).getLength();\r
- \r
- if(distance < mindistance)\r
- {\r
- core::CMatrix4<f32> m;\r
- m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
-\r
- // This is the back face\r
- v3f corners[2] = {\r
- v3f(BS/2, BS/2, BS/2),\r
- v3f(-BS/2, -BS/2, BS/2+d)\r
- };\r
- \r
- for(u16 j=0; j<2; j++)\r
- {\r
- m.rotateVect(corners[j]);\r
- corners[j] += npf;\r
- }\r
-\r
- core::aabbox3d<f32> facebox(corners[0]);\r
- facebox.addInternalPoint(corners[1]);\r
-\r
- if(facebox.intersectsWithLine(shootline))\r
- {\r
- nodefound = true;\r
- nodepos = np;\r
- neighbourpos = np + dirs[i];\r
- mindistance = distance;\r
-\r
- //nodehilightbox = facebox;\r
-\r
- const float d = 0.502;\r
- core::aabbox3d<f32> nodebox\r
- (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
- v3f nodepos_f = intToFloat(nodepos);\r
- nodebox.MinEdge += nodepos_f;\r
- nodebox.MaxEdge += nodepos_f;\r
- nodehilightbox = nodebox;\r
- }\r
- } // if distance < mindistance\r
- } // for dirs\r
- } // regular block\r
- } // for coords\r
-\r
- static float nodig_delay_counter = 0.0;\r
-\r
- if(nodefound)\r
- {\r
- static v3s16 nodepos_old(-32768,-32768,-32768);\r
-\r
- static float dig_time = 0.0;\r
- static u16 dig_index = 0;\r
- \r
- // Visualize selection\r
-\r
- hilightboxes.push_back(nodehilightbox);\r
-\r
- // Handle digging\r
- \r
- if(g_input->getLeftReleased())\r
- {\r
- client.clearTempMod(nodepos);\r
- dig_time = 0.0;\r
- }\r
- \r
- if(nodig_delay_counter > 0.0)\r
- {\r
- nodig_delay_counter -= dtime;\r
- }\r
- else\r
- {\r
- if(nodepos != nodepos_old)\r
- {\r
- std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
- <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
-\r
- if(nodepos_old != v3s16(-32768,-32768,-32768))\r
- {\r
- client.clearTempMod(nodepos_old);\r
- dig_time = 0.0;\r
- }\r
- }\r
-\r
- if(g_input->getLeftClicked() ||\r
- (g_input->getLeftState() && nodepos != nodepos_old))\r
- {\r
- dstream<<DTIME<<"Started digging"<<std::endl;\r
- client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
- }\r
- if(g_input->getLeftClicked())\r
- {\r
- client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
- }\r
- if(g_input->getLeftState())\r
- {\r
- MapNode n = client.getNode(nodepos);\r
- \r
- // Get tool name. Default is "" = bare hands\r
- std::string toolname = "";\r
- InventoryList *mlist = local_inventory.getList("main");\r
- if(mlist != NULL)\r
- {\r
- InventoryItem *item = mlist->getItem(g_selected_item);\r
- if(item && (std::string)item->getName() == "ToolItem")\r
- {\r
- ToolItem *titem = (ToolItem*)item;\r
- toolname = titem->getToolName();\r
- }\r
- }\r
-\r
- // Get digging properties for material and tool\r
- u8 material = n.d;\r
- DiggingProperties prop =\r
- getDiggingProperties(material, toolname);\r
- \r
- float dig_time_complete = 0.0;\r
-\r
- if(prop.diggable == false)\r
- {\r
- /*dstream<<"Material "<<(int)material\r
- <<" not diggable with \""\r
- <<toolname<<"\""<<std::endl;*/\r
- // I guess nobody will wait for this long\r
- dig_time_complete = 10000000.0;\r
- }\r
- else\r
- {\r
- dig_time_complete = prop.time;\r
- }\r
- \r
- if(dig_time_complete >= 0.001)\r
- {\r
- dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
- * dig_time/dig_time_complete);\r
- }\r
- // This is for torches\r
- else\r
- {\r
- dig_index = CRACK_ANIMATION_LENGTH;\r
- }\r
-\r
- if(dig_index < CRACK_ANIMATION_LENGTH)\r
- {\r
- //TimeTaker timer("client.setTempMod");\r
- //dstream<<"dig_index="<<dig_index<<std::endl;\r
- client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
- }\r
- else\r
- {\r
- dstream<<DTIME<<"Digging completed"<<std::endl;\r
- client.groundAction(3, nodepos, neighbourpos, g_selected_item);\r
- client.clearTempMod(nodepos);\r
- client.removeNode(nodepos);\r
-\r
- dig_time = 0;\r
-\r
- nodig_delay_counter = dig_time_complete\r
- / (float)CRACK_ANIMATION_LENGTH;\r
-\r
- // We don't want a corresponding delay to\r
- // very time consuming nodes\r
- if(nodig_delay_counter > 0.5)\r
- {\r
- nodig_delay_counter = 0.5;\r
- }\r
- // We want a slight delay to very little\r
- // time consuming nodes\r
- float mindelay = 0.15;\r
- if(nodig_delay_counter < mindelay)\r
- {\r
- nodig_delay_counter = mindelay;\r
- }\r
- }\r
-\r
- dig_time += dtime;\r
- }\r
- }\r
- \r
- if(g_input->getRightClicked())\r
- {\r
- std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
- client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
- }\r
- \r
- nodepos_old = nodepos;\r
- }\r
- else{\r
- }\r
-\r
- } // selected_object == NULL\r
- \r
- g_input->resetLeftClicked();\r
- g_input->resetRightClicked();\r
- \r
- if(g_input->getLeftReleased())\r
- {\r
- std::cout<<DTIME<<"Left button released (stopped digging)"\r
- <<std::endl;\r
- client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);\r
- }\r
- if(g_input->getRightReleased())\r
- {\r
- //std::cout<<DTIME<<"Right released"<<std::endl;\r
- // Nothing here\r
- }\r
- \r
- g_input->resetLeftReleased();\r
- g_input->resetRightReleased();\r
- \r
- /*\r
- Calculate stuff for drawing\r
- */\r
-\r
- camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
- \r
- u32 daynight_ratio = client.getDayNightRatio();\r
- u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
- video::SColor bgcolor = video::SColor(\r
- 255,\r
- skycolor.getRed() * l / 255,\r
- skycolor.getGreen() * l / 255,\r
- skycolor.getBlue() * l / 255);\r
-\r
- /*\r
- Fog\r
- */\r
- \r
- if(g_settings.getBool("enable_fog") == true)\r
- {\r
- //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;\r
- f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;\r
- //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS;\r
- if(draw_control.range_all)\r
- range = 100000*BS;\r
-\r
- driver->setFog(\r
- bgcolor,\r
- video::EFT_FOG_LINEAR,\r
- range*0.6,\r
- range*1.0,\r
- 0.01,\r
- false, // pixel fog\r
- false // range fog\r
- );\r
- }\r
- else\r
- {\r
- driver->setFog(\r
- bgcolor,\r
- video::EFT_FOG_LINEAR,\r
- 100000*BS,\r
- 110000*BS,\r
- 0.01,\r
- false, // pixel fog\r
- false // range fog\r
- );\r
- }\r
-\r
-\r
- /*\r
- Update gui stuff (0ms)\r
- */\r
-\r
- //TimeTaker guiupdatetimer("Gui updating");\r
- \r
- {\r
- static float drawtime_avg = 0;\r
- drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
- static float beginscenetime_avg = 0;\r
- beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
- static float scenetime_avg = 0;\r
- scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
- static float endscenetime_avg = 0;\r
- endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
- \r
- char temptext[300];\r
- snprintf(temptext, 300, "Minetest-c55 ("\r
- "F: item=%i"\r
- ", R: range_all=%i"\r
- ")"\r
- " drawtime=%.0f, beginscenetime=%.0f"\r
- ", scenetime=%.0f, endscenetime=%.0f",\r
- g_selected_item,\r
- draw_control.range_all,\r
- drawtime_avg,\r
- beginscenetime_avg,\r
- scenetime_avg,\r
- endscenetime_avg\r
- );\r
- \r
- guitext->setText(narrow_to_wide(temptext).c_str());\r
- }\r
- \r
- {\r
- char temptext[300];\r
- snprintf(temptext, 300,\r
- "(% .1f, % .1f, % .1f)"\r
- " (% .3f < btime_jitter < % .3f"\r
- ", dtime_jitter = % .1f %%"\r
- ", v_range = %.1f)",\r
- player_position.X/BS,\r
- player_position.Y/BS,\r
- player_position.Z/BS,\r
- busytime_jitter1_min_sample,\r
- busytime_jitter1_max_sample,\r
- dtime_jitter1_max_fraction * 100.0,\r
- draw_control.wanted_range\r
- );\r
-\r
- guitext2->setText(narrow_to_wide(temptext).c_str());\r
- }\r
- \r
- {\r
- guitext_info->setText(infotext.c_str());\r
- }\r
- \r
- /*\r
- Get chat messages from client\r
- */\r
- {\r
- // Get new messages\r
- std::wstring message;\r
- while(client.getChatMessage(message))\r
- {\r
- chat_lines.push_back(ChatLine(message));\r
- /*if(chat_lines.size() > 6)\r
- {\r
- core::list<ChatLine>::Iterator\r
- i = chat_lines.begin();\r
- chat_lines.erase(i);\r
- }*/\r
- }\r
- // Append them to form the whole static text and throw\r
- // it to the gui element\r
- std::wstring whole;\r
- // This will correspond to the line number counted from\r
- // top to bottom, from size-1 to 0\r
- s16 line_number = chat_lines.size();\r
- // Count of messages to be removed from the top\r
- u16 to_be_removed_count = 0;\r
- for(core::list<ChatLine>::Iterator\r
- i = chat_lines.begin();\r
- i != chat_lines.end(); i++)\r
- {\r
- // After this, line number is valid for this loop\r
- line_number--;\r
- // Increment age\r
- (*i).age += dtime;\r
- /*\r
- This results in a maximum age of 60*6 to the\r
- lowermost line and a maximum of 6 lines\r
- */\r
- float allowed_age = (6-line_number) * 60.0;\r
-\r
- if((*i).age > allowed_age)\r
- {\r
- to_be_removed_count++;\r
- continue;\r
- }\r
- whole += (*i).text + L'\n';\r
- }\r
- for(u16 i=0; i<to_be_removed_count; i++)\r
- {\r
- core::list<ChatLine>::Iterator\r
- it = chat_lines.begin();\r
- chat_lines.erase(it);\r
- }\r
- guitext_chat->setText(whole.c_str());\r
-\r
- // Update gui element size and position\r
-\r
- /*core::rect<s32> rect(\r
- 10,\r
- screensize.Y - guitext_chat_pad_bottom\r
- - text_height*chat_lines.size(),\r
- screensize.X - 10,\r
- screensize.Y - guitext_chat_pad_bottom\r
- );*/\r
- core::rect<s32> rect(\r
- 10,\r
- 50,\r
- screensize.X - 10,\r
- 50 + text_height*chat_lines.size()\r
- );\r
-\r
- guitext_chat->setRelativePosition(rect);\r
-\r
- if(chat_lines.size() == 0)\r
- guitext_chat->setVisible(false);\r
- else\r
- guitext_chat->setVisible(true);\r
- }\r
-\r
- /*\r
- Inventory\r
- */\r
- \r
- static u16 old_selected_item = 65535;\r
- if(client.getLocalInventoryUpdated()\r
- || g_selected_item != old_selected_item)\r
- {\r
- old_selected_item = g_selected_item;\r
- //std::cout<<"Updating local inventory"<<std::endl;\r
- client.getLocalInventory(local_inventory);\r
- /*quick_inventory->setSelection(g_selected_item);\r
- quick_inventory->update();*/\r
- }\r
- \r
- /*\r
- Send actions returned by the inventory menu\r
- */\r
- while(inventory_action_queue.size() != 0)\r
- {\r
- InventoryAction *a = inventory_action_queue.pop_front();\r
-\r
- client.sendInventoryAction(a);\r
- // Eat it\r
- delete a;\r
- }\r
-\r
- /*\r
- Drawing begins\r
- */\r
-\r
- TimeTaker drawtimer("Drawing");\r
-\r
- \r
- {\r
- TimeTaker timer("beginScene");\r
- driver->beginScene(true, true, bgcolor);\r
- //driver->beginScene(false, true, bgcolor);\r
- beginscenetime = timer.stop(true);\r
- }\r
-\r
- //timer3.stop();\r
- \r
- //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
- \r
- {\r
- TimeTaker timer("smgr");\r
- smgr->drawAll();\r
- scenetime = timer.stop(true);\r
- }\r
- \r
- {\r
- //TimeTaker timer9("auxiliary drawings");\r
- // 0ms\r
- \r
- //timer9.stop();\r
- //TimeTaker //timer10("//timer10");\r
- \r
- video::SMaterial m;\r
- //m.Thickness = 10;\r
- m.Thickness = 3;\r
- m.Lighting = false;\r
- driver->setMaterial(m);\r
-\r
- driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
-\r
- for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
- i != hilightboxes.end(); i++)\r
- {\r
- /*std::cout<<"hilightbox min="\r
- <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
- <<" max="\r
- <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
- <<std::endl;*/\r
- driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
- }\r
-\r
- /*\r
- Draw crosshair\r
- */\r
- driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
- displaycenter + core::vector2d<s32>(10,0),\r
- video::SColor(255,255,255,255));\r
- driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
- displaycenter + core::vector2d<s32>(0,10),\r
- video::SColor(255,255,255,255));\r
-\r
- /*\r
- Frametime log\r
- */\r
- if(g_settings.getBool("frametime_graph") == true)\r
- {\r
- s32 x = 10;\r
- for(core::list<float>::Iterator\r
- i = frametime_log.begin();\r
- i != frametime_log.end();\r
- i++)\r
- {\r
- driver->draw2DLine(v2s32(x,50),\r
- v2s32(x,50+(*i)*1000),\r
- video::SColor(255,255,255,255));\r
- x++;\r
- }\r
- }\r
-\r
- } // timer\r
-\r
- //timer10.stop();\r
- //TimeTaker //timer11("//timer11");\r
-\r
- /*\r
- Draw gui\r
- */\r
- // 0-1ms\r
- guienv->drawAll();\r
-\r
- /*\r
- Draw hotbar\r
- */\r
- {\r
- draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y),\r
- hotbar_imagesize, hotbar_itemcount, &local_inventory);\r
- }\r
- \r
- // End drawing\r
- {\r
- TimeTaker timer("endScene");\r
- driver->endScene();\r
- endscenetime = timer.stop(true);\r
- }\r
-\r
- drawtime = drawtimer.stop(true);\r
-\r
- /*\r
- Drawing ends\r
- */\r
- \r
- static s16 lastFPS = 0;\r
- //u16 fps = driver->getFPS();\r
- u16 fps = (1.0/dtime_avg1);\r
-\r
- if (lastFPS != fps)\r
- {\r
- core::stringw str = L"Minetest [";\r
- str += driver->getName();\r
- str += "] FPS:";\r
- str += fps;\r
-\r
- device->setWindowCaption(str.c_str());\r
- lastFPS = fps;\r
- }\r
- \r
- /*}\r
- else\r
- device->yield();*/\r
- }\r
-\r
- //delete quick_inventory;\r
-\r
- /*\r
- Disable texture fetches and other stuff that is queued\r
- to be processed by the main loop.\r
-\r
- This has to be done before client goes out of scope.\r
- */\r
- g_irrlicht->Shutdown(true);\r
-\r
- } // client and server are deleted at this point\r
-\r
- } //try\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- dstream<<DTIME<<"Connection timed out."<<std::endl;\r
- error_message = L"Connection timed out.";\r
- }\r
-\r
- } // Menu-game loop\r
- \r
- delete g_input;\r
-\r
- /*\r
- In the end, delete the Irrlicht device.\r
- */\r
- device->drop();\r
- \r
- /*\r
- Update configuration file\r
- */\r
- /*if(configpath != "")\r
- {\r
- g_settings.updateConfigFile(configpath.c_str());\r
- }*/\r
-\r
- END_DEBUG_EXCEPTION_HANDLER\r
- \r
- debugstreams_deinit();\r
- \r
- return 0;\r
-}\r
-\r
-//END\r
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+/*
+=============================== NOTES ==============================
+NOTE: Things starting with TODO are sometimes only suggestions.
+
+NOTE: iostream.imbue(std::locale("C")) is very slow
+NOTE: Global locale is now set at initialization
+
+NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
+ hardware buffer (it is not freed automatically)
+
+NOTE: A random to-do list saved here as documentation:
+A list of "active blocks" in which stuff happens. (+=done)
+ + Add a never-resetted game timer to the server
+ + Add a timestamp value to blocks
+ + The simple rule: All blocks near some player are "active"
+ - Do stuff in real time in active blocks
+ + Handle objects
+ - Grow grass, delete leaves without a tree
+ - Spawn some mobs based on some rules
+ - Transform cobble to mossy cobble near water
+ - Run a custom script
+ - ...And all kinds of other dynamic stuff
+ + Keep track of when a block becomes active and becomes inactive
+ + When a block goes inactive:
+ + Store objects statically to block
+ + Store timer value as the timestamp
+ + When a block goes active:
+ + Create active objects out of static objects
+ - Simulate the results of what would have happened if it would have
+ been active for all the time
+ - Grow a lot of grass and so on
+ + Initially it is fine to send information about every active object
+ to every player. Eventually it should be modified to only send info
+ about the nearest ones.
+ + This was left to be done by the old system and it sends only the
+ nearest ones.
+
+Vim conversion regexpes for moving to extended content type storage:
+%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
+%s/content_features(\([^.]*\)\.d)/content_features(\1)/g
+%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
+%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
+%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
+%s/\.d;/.getContent();/g
+%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
+Other things to note:
+- node.d = node.param0 (only in raw serialization; use getContent() otherwise)
+- node.param = node.param1
+- node.dir = node.param2
+- content_walkable(node.d) etc should be changed to
+ content_features(node).walkable etc
+- Also check for lines that store the result of getContent to a 8-bit
+ variable and fix them (result of getContent() must be stored in
+ content_t, which is 16-bit)
+
+NOTE: Seeds in 1260:6c77e7dbfd29:
+5721858502589302589:
+ Spawns you on a small sand island with a surface dungeon
+2983455799928051958:
+ Enormous jungle + a surface dungeon at ~(250,0,0)
+
+Old, wild and random suggestions that probably won't be done:
+-------------------------------------------------------------
+
+SUGG: If player is on ground, mainly fetch ground-level blocks
+
+SUGG: Expose Connection's seqnums and ACKs to server and client.
+ - This enables saving many packets and making a faster connection
+ - This also enables server to check if client has received the
+ most recent block sent, for example.
+SUGG: Add a sane bandwidth throttling system to Connection
+
+SUGG: More fine-grained control of client's dumping of blocks from
+ memory
+ - ...What does this mean in the first place?
+
+SUGG: A map editing mode (similar to dedicated server mode)
+
+SUGG: Transfer more blocks in a single packet
+SUGG: A blockdata combiner class, to which blocks are added and at
+ destruction it sends all the stuff in as few packets as possible.
+SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
+ it by sending more stuff in a single packet.
+ - Add a packet queue to RemoteClient, from which packets will be
+ combined with object data packets
+ - This is not exactly trivial: the object data packets are
+ sometimes very big by themselves
+ - This might not give much network performance gain though.
+
+SUGG: Precalculate lighting translation table at runtime (at startup)
+ - This is not doable because it is currently hand-made and not
+ based on some mathematical function.
+ - Note: This has been changing lately
+
+SUGG: A version number to blocks, which increments when the block is
+ modified (node add/remove, water update, lighting update)
+ - This can then be used to make sure the most recent version of
+ a block has been sent to client, for example
+
+SUGG: Make the amount of blocks sending to client and the total
+ amount of blocks dynamically limited. Transferring blocks is the
+ main network eater of this system, so it is the one that has
+ to be throttled so that RTTs stay low.
+
+SUGG: Meshes of blocks could be split into 6 meshes facing into
+ different directions and then only those drawn that need to be
+
+SUGG: Background music based on cellular automata?
+ http://www.earslap.com/projectslab/otomata
+
+SUGG: Simple light color information to air
+
+SUGG: Server-side objects could be moved based on nodes to enable very
+ lightweight operation and simple AI
+ - Not practical; client would still need to show smooth movement.
+
+SUGG: Make a system for pregenerating quick information for mapblocks, so
+ that the client can show them as cubes before they are actually sent
+ or even generated.
+
+SUGG: Erosion simulation at map generation time
+ - This might be plausible if larger areas of map were pregenerated
+ without lighting (which is slow)
+ - Simulate water flows, which would carve out dirt fast and
+ then turn stone into gravel and sand and relocate it.
+ - How about relocating minerals, too? Coal and gold in
+ downstream sand and gravel would be kind of cool
+ - This would need a better way of handling minerals, mainly
+ to have mineral content as a separate field. the first
+ parameter field is free for this.
+ - Simulate rock falling from cliffs when water has removed
+ enough solid rock from the bottom
+
+SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
+ stuff as simple flags/values
+ - Light?
+ - A building?
+ And at some point make the server send this data to the client too,
+ instead of referring to the noise functions
+ - Ground height
+ - Surface ground type
+ - Trees?
+
+Gaming ideas:
+-------------
+
+- Aim for something like controlling a single dwarf in Dwarf Fortress
+- The player could go faster by a crafting a boat, or riding an animal
+- Random NPC traders. what else?
+
+Game content:
+-------------
+
+- When furnace is destroyed, move items to player's inventory
+- Add lots of stuff
+- Glass blocks
+- Growing grass, decaying leaves
+ - This can be done in the active blocks I guess.
+ - Lots of stuff can be done in the active blocks.
+ - Uh, is there an active block list somewhere? I think not. Add it.
+- Breaking weak structures
+ - This can probably be accomplished in the same way as grass
+- Player health points
+ - When player dies, throw items on map (needs better item-on-map
+ implementation)
+- Cobble to get mossy if near water
+- More slots in furnace source list, so that multiple ingredients
+ are possible.
+- Keys to chests?
+
+- The Treasure Guard; a big monster with a hammer
+ - The hammer does great damage, shakes the ground and removes a block
+ - You can drop on top of it, and have some time to attack there
+ before he shakes you off
+
+- Maybe the difficulty could come from monsters getting tougher in
+ far-away places, and the player starting to need something from
+ there when time goes by.
+ - The player would have some of that stuff at the beginning, and
+ would need new supplies of it when it runs out
+
+- A bomb
+- A spread-items-on-map routine for the bomb, and for dying players
+
+- Fighting:
+ - Proper sword swing simulation
+ - Player should get damage from colliding to a wall at high speed
+
+Documentation:
+--------------
+
+Build system / running:
+-----------------------
+
+Networking and serialization:
+-----------------------------
+
+SUGG: Fix address to be ipv6 compatible
+
+User Interface:
+---------------
+
+Graphics:
+---------
+
+SUGG: Combine MapBlock's face caches to so big pieces that VBO
+ can be used
+ - That is >500 vertices
+ - This is not easy; all the MapBlocks close to the player would
+ still need to be drawn separately and combining the blocks
+ would have to happen in a background thread
+
+SUGG: Make fetching sector's blocks more efficient when rendering
+ sectors that have very large amounts of blocks (on client)
+ - Is this necessary at all?
+
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
+ animating them is easier.
+
+SUGG: Option for enabling proper alpha channel for textures
+
+TODO: Flowing water animation
+
+TODO: A setting for enabling bilinear filtering for textures
+
+TODO: Better control of draw_control.wanted_max_blocks
+
+TODO: Further investigate the use of GPU lighting in addition to the
+ current one
+
+TODO: Artificial (night) light could be more yellow colored than sunlight.
+ - This is technically doable.
+ - Also the actual colors of the textures could be made less colorful
+ in the dark but it's a bit more difficult.
+
+SUGG: Somehow make the night less colorful
+
+TODO: Occlusion culling
+ - At the same time, move some of the renderMap() block choosing code
+ to the same place as where the new culling happens.
+ - Shoot some rays per frame and when ready, make a new list of
+ blocks for usage of renderMap and give it a new pointer to it.
+
+Configuration:
+--------------
+
+Client:
+-------
+
+TODO: Untie client network operations from framerate
+ - Needs some input queues or something
+ - This won't give much performance boost because calculating block
+ meshes takes so long
+
+SUGG: Make morning and evening transition more smooth and maybe shorter
+
+TODO: Don't update all meshes always on single node changes, but
+ check which ones should be updated
+ - implement Map::updateNodeMeshes() and the usage of it
+ - It will give almost always a 4x boost in mesh update performance.
+
+- A weapon engine
+
+- Tool/weapon visualization
+
+FIXME: When disconnected to the menu, memory is not freed properly
+
+TODO: Investigate how much the mesh generator thread gets used when
+ transferring map data
+
+Server:
+-------
+
+SUGG: Make an option to the server to disable building and digging near
+ the starting position
+
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
+
+* Fix the problem with the server constantly saving one or a few
+ blocks? List the first saved block, maybe it explains.
+ - It is probably caused by oscillating water
+ - TODO: Investigate if this still happens (this is a very old one)
+* Make a small history check to transformLiquids to detect and log
+ continuous oscillations, in such detail that they can be fixed.
+
+FIXME: The new optimized map sending doesn't sometimes send enough blocks
+ from big caves and such
+FIXME: Block send distance configuration does not take effect for some reason
+
+Environment:
+------------
+
+TODO: Add proper hooks to when adding and removing active blocks
+
+TODO: Finish the ActiveBlockModifier stuff and use it for something
+
+Objects:
+--------
+
+TODO: Get rid of MapBlockObjects and use only ActiveObjects
+ - Skipping the MapBlockObject data is nasty - there is no "total
+ length" stored; have to make a SkipMBOs function which contains
+ enough of the current code to skip them properly.
+
+SUGG: MovingObject::move and Player::move are basically the same.
+ combine them.
+ - NOTE: This is a bit tricky because player has the sneaking ability
+ - NOTE: Player::move is more up-to-date.
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}
+ - NOTE: MovingObject will be deleted (MapBlockObject)
+
+TODO: Add a long step function to objects that is called with the time
+ difference when block activates
+
+Map:
+----
+
+TODO: Mineral and ground material properties
+ - This way mineral ground toughness can be calculated with just
+ some formula, as well as tool strengths. Sounds too.
+ - There are TODOs in appropriate files: material.h, content_mapnode.h
+
+TODO: Flowing water to actually contain flow direction information
+ - There is a space for this - it just has to be implemented.
+
+TODO: Consider smoothening cave floors after generating them
+
+TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
+ - delta also
+
+Misc. stuff:
+------------
+TODO: Make sure server handles removing grass when a block is placed (etc)
+ - The client should not do it by itself
+ - NOTE: I think nobody does it currently...
+TODO: Block cube placement around player's head
+TODO: Protocol version field
+TODO: Think about using same bits for material for fences and doors, for
+ example
+TODO: Move mineral to param2, increment map serialization version, add
+ conversion
+
+SUGG: Restart irrlicht completely when coming back to main menu from game.
+ - This gets rid of everything that is stored in irrlicht's caches.
+ - This might be needed for texture pack selection in menu
+
+TODO: Merge bahamada's audio stuff (clean patch available)
+
+TODO: Move content_features to mapnode_content_features.{h,cpp} or so
+
+TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
+ it gives 3 hearts and consumes all the rats.
+
+Making it more portable:
+------------------------
+
+Stuff to do before release:
+---------------------------
+
+Fixes to the current release:
+-----------------------------
+
+Stuff to do after release:
+---------------------------
+
+Doing currently:
+----------------
+
+======================================================================
+
+*/
+
+#ifdef NDEBUG
+ #ifdef _WIN32
+ #pragma message ("Disabling unit tests")
+ #else
+ #warning "Disabling unit tests"
+ #endif
+ // Disable unit tests
+ #define ENABLE_TESTS 0
+#else
+ // Enable unit tests
+ #define ENABLE_TESTS 1
+#endif
+
+#ifdef _MSC_VER
+ #pragma comment(lib, "Irrlicht.lib")
+ //#pragma comment(lib, "jthread.lib")
+ #pragma comment(lib, "zlibwapi.lib")
+ #pragma comment(lib, "Shell32.lib")
+ // This would get rid of the console window
+ //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
+#endif
+
+#include "irrlicht.h" // createDevice
+
+#include "main.h"
+#include "mainmenumanager.h"
+#include <iostream>
+#include <fstream>
+#include <locale.h>
+#include "common_irrlicht.h"
+#include "debug.h"
+#include "test.h"
+#include "server.h"
+#include "constants.h"
+#include "porting.h"
+#include "gettime.h"
+#include "guiMessageMenu.h"
+#include "filesys.h"
+#include "config.h"
+#include "guiMainMenu.h"
+#include "mineral.h"
+#include "materials.h"
+#include "game.h"
+#include "keycode.h"
+#include "tile.h"
+#include "defaultsettings.h"
+#include "gettext.h"
+#include "settings.h"
+#include "profiler.h"
+#include "log.h"
+
+// This makes textures
+ITextureSource *g_texturesource = NULL;
+
+/*
+ Settings.
+ These are loaded from the config file.
+*/
+Settings main_settings;
+Settings *g_settings = &main_settings;
+
+// Global profiler
+Profiler main_profiler;
+Profiler *g_profiler = &main_profiler;
+
+/*
+ Random stuff
+*/
+
+/*
+ mainmenumanager.h
+*/
+
+gui::IGUIEnvironment* guienv = NULL;
+gui::IGUIStaticText *guiroot = NULL;
+MainMenuManager g_menumgr;
+
+bool noMenuActive()
+{
+ return (g_menumgr.menuCount() == 0);
+}
+
+// Passed to menus to allow disconnecting and exiting
+MainGameCallback *g_gamecallback = NULL;
+
+/*
+ Debug streams
+*/
+
+// Connection
+std::ostream *dout_con_ptr = &dummyout;
+std::ostream *derr_con_ptr = &verbosestream;
+
+// Server
+std::ostream *dout_server_ptr = &infostream;
+std::ostream *derr_server_ptr = &errorstream;
+
+// Client
+std::ostream *dout_client_ptr = &infostream;
+std::ostream *derr_client_ptr = &errorstream;
+
+/*
+ gettime.h implementation
+*/
+
+// A small helper class
+class TimeGetter
+{
+public:
+ virtual u32 getTime() = 0;
+};
+
+// A precise irrlicht one
+class IrrlichtTimeGetter: public TimeGetter
+{
+public:
+ IrrlichtTimeGetter(IrrlichtDevice *device):
+ m_device(device)
+ {}
+ u32 getTime()
+ {
+ if(m_device == NULL)
+ return 0;
+ return m_device->getTimer()->getRealTime();
+ }
+private:
+ IrrlichtDevice *m_device;
+};
+// Not so precise one which works without irrlicht
+class SimpleTimeGetter: public TimeGetter
+{
+public:
+ u32 getTime()
+ {
+ return porting::getTimeMs();
+ }
+};
+
+// A pointer to a global instance of the time getter
+// TODO: why?
+TimeGetter *g_timegetter = NULL;
+
+u32 getTimeMs()
+{
+ if(g_timegetter == NULL)
+ return 0;
+ return g_timegetter->getTime();
+}
+
+/*
+ Event handler for Irrlicht
+
+ NOTE: Everything possible should be moved out from here,
+ probably to InputHandler and the_game
+*/
+
+class MyEventReceiver : public IEventReceiver
+{
+public:
+ // This is the one method that we have to implement
+ virtual bool OnEvent(const SEvent& event)
+ {
+ /*
+ React to nothing here if a menu is active
+ */
+ if(noMenuActive() == false)
+ {
+ return false;
+ }
+
+ // Remember whether each key is down or up
+ if(event.EventType == irr::EET_KEY_INPUT_EVENT)
+ {
+ if(event.KeyInput.PressedDown) {
+ keyIsDown.set(event.KeyInput);
+ keyWasDown.set(event.KeyInput);
+ } else {
+ keyIsDown.unset(event.KeyInput);
+ }
+ }
+
+ if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
+ {
+ if(noMenuActive() == false)
+ {
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+ }
+ else
+ {
+ left_active = event.MouseInput.isLeftPressed();
+ middle_active = event.MouseInput.isMiddlePressed();
+ right_active = event.MouseInput.isRightPressed();
+
+ if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
+ {
+ leftclicked = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
+ {
+ rightclicked = true;
+ }
+ if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
+ {
+ leftreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
+ {
+ rightreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
+ {
+ mouse_wheel += event.MouseInput.Wheel;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ bool IsKeyDown(const KeyPress &keyCode) const
+ {
+ return keyIsDown[keyCode];
+ }
+
+ // Checks whether a key was down and resets the state
+ bool WasKeyDown(const KeyPress &keyCode)
+ {
+ bool b = keyWasDown[keyCode];
+ if (b)
+ keyWasDown.unset(keyCode);
+ return b;
+ }
+
+ s32 getMouseWheel()
+ {
+ s32 a = mouse_wheel;
+ mouse_wheel = 0;
+ return a;
+ }
+
+ void clearInput()
+ {
+ keyIsDown.clear();
+ keyWasDown.clear();
+
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+
+ mouse_wheel = 0;
+ }
+
+ MyEventReceiver()
+ {
+ clearInput();
+ }
+
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+
+ bool left_active;
+ bool middle_active;
+ bool right_active;
+
+ s32 mouse_wheel;
+
+private:
+ IrrlichtDevice *m_device;
+
+ // The current state of keys
+ KeyList keyIsDown;
+ // Whether a key has been pressed or not
+ KeyList keyWasDown;
+};
+
+/*
+ Separated input handler
+*/
+
+class RealInputHandler : public InputHandler
+{
+public:
+ RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
+ m_device(device),
+ m_receiver(receiver)
+ {
+ }
+ virtual bool isKeyDown(const KeyPress &keyCode)
+ {
+ return m_receiver->IsKeyDown(keyCode);
+ }
+ virtual bool wasKeyDown(const KeyPress &keyCode)
+ {
+ return m_receiver->WasKeyDown(keyCode);
+ }
+ virtual v2s32 getMousePos()
+ {
+ return m_device->getCursorControl()->getPosition();
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ m_device->getCursorControl()->setPosition(x, y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return m_receiver->left_active;
+ }
+ virtual bool getRightState()
+ {
+ return m_receiver->right_active;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return m_receiver->leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return m_receiver->rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ m_receiver->leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ m_receiver->rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return m_receiver->leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return m_receiver->rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ m_receiver->leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ m_receiver->rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return m_receiver->getMouseWheel();
+ }
+
+ void clear()
+ {
+ m_receiver->clearInput();
+ }
+private:
+ IrrlichtDevice *m_device;
+ MyEventReceiver *m_receiver;
+};
+
+class RandomInputHandler : public InputHandler
+{
+public:
+ RandomInputHandler()
+ {
+ leftdown = false;
+ rightdown = false;
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+ keydown.clear();
+ }
+ virtual bool isKeyDown(const KeyPress &keyCode)
+ {
+ return keydown[keyCode];
+ }
+ virtual bool wasKeyDown(const KeyPress &keyCode)
+ {
+ return false;
+ }
+ virtual v2s32 getMousePos()
+ {
+ return mousepos;
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ mousepos = v2s32(x,y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return leftdown;
+ }
+ virtual bool getRightState()
+ {
+ return rightdown;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return 0;
+ }
+
+ virtual void step(float dtime)
+ {
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_jump"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_special1"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_forward"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_left"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 20);
+ mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 30);
+ leftdown = !leftdown;
+ if(leftdown)
+ leftclicked = true;
+ if(!leftdown)
+ leftreleased = true;
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 15);
+ rightdown = !rightdown;
+ if(rightdown)
+ rightclicked = true;
+ if(!rightdown)
+ rightreleased = true;
+ }
+ }
+ mousepos += mousespeed;
+ }
+
+ s32 Rand(s32 min, s32 max)
+ {
+ return (myrand()%(max-min+1))+min;
+ }
+private:
+ KeyList keydown;
+ v2s32 mousepos;
+ v2s32 mousespeed;
+ bool leftdown;
+ bool rightdown;
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+};
+
+// These are defined global so that they're not optimized too much.
+// Can't change them to volatile.
+s16 temp16;
+f32 tempf;
+v3f tempv3f1;
+v3f tempv3f2;
+std::string tempstring;
+std::string tempstring2;
+
+void SpeedTests()
+{
+ {
+ dstream<<"The following test should take around 20ms."<<std::endl;
+ TimeTaker timer("Testing std::string speed");
+ const u32 jj = 10000;
+ for(u32 j=0; j<jj; j++)
+ {
+ tempstring = "";
+ tempstring2 = "";
+ const u32 ii = 10;
+ for(u32 i=0; i<ii; i++){
+ tempstring2 += "asd";
+ }
+ for(u32 i=0; i<ii+1; i++){
+ tempstring += "asd";
+ if(tempstring == tempstring2)
+ break;
+ }
+ }
+ }
+
+ dstream<<"All of the following tests should take around 100ms each."
+ <<std::endl;
+
+ {
+ TimeTaker timer("Testing floating-point conversion speed");
+ tempf = 0.001;
+ for(u32 i=0; i<4000000; i++){
+ temp16 += tempf;
+ tempf += 0.001;
+ }
+ }
+
+ {
+ TimeTaker timer("Testing floating-point vector speed");
+
+ tempv3f1 = v3f(1,2,3);
+ tempv3f2 = v3f(4,5,6);
+ for(u32 i=0; i<10000000; i++){
+ tempf += tempv3f1.dotProduct(tempv3f2);
+ tempv3f2 += v3f(7,8,9);
+ }
+ }
+
+ {
+ TimeTaker timer("Testing core::map speed");
+
+ core::map<v2s16, f32> map1;
+ tempf = -324;
+ const s16 ii=300;
+ for(s16 y=0; y<ii; y++){
+ for(s16 x=0; x<ii; x++){
+ map1.insert(v2s16(x,y), tempf);
+ tempf += 1;
+ }
+ }
+ for(s16 y=ii-1; y>=0; y--){
+ for(s16 x=0; x<ii; x++){
+ tempf = map1[v2s16(x,y)];
+ }
+ }
+ }
+
+ {
+ dstream<<"Around 5000/ms should do well here."<<std::endl;
+ TimeTaker timer("Testing mutex speed");
+
+ JMutex m;
+ m.Init();
+ u32 n = 0;
+ u32 i = 0;
+ do{
+ n += 10000;
+ for(; i<n; i++){
+ m.Lock();
+ m.Unlock();
+ }
+ }
+ // Do at least 10ms
+ while(timer.getTime() < 10);
+
+ u32 dtime = timer.stop();
+ u32 per_ms = n / dtime;
+ dstream<<"Done. "<<dtime<<"ms, "
+ <<per_ms<<"/ms"<<std::endl;
+ }
+}
+
+void drawMenuBackground(video::IVideoDriver* driver)
+{
+ core::dimension2d<u32> screensize = driver->getScreenSize();
+
+ video::ITexture *bgtexture =
+ driver->getTexture(getTexturePath("mud.png").c_str());
+ if(bgtexture)
+ {
+ s32 texturesize = 128;
+ s32 tiled_y = screensize.Height / texturesize + 1;
+ s32 tiled_x = screensize.Width / texturesize + 1;
+
+ for(s32 y=0; y<tiled_y; y++)
+ for(s32 x=0; x<tiled_x; x++)
+ {
+ core::rect<s32> rect(0,0,texturesize,texturesize);
+ rect += v2s32(x*texturesize, y*texturesize);
+ driver->draw2DImage(bgtexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(bgtexture->getSize())),
+ NULL, NULL, true);
+ }
+ }
+
+ video::ITexture *logotexture =
+ driver->getTexture(getTexturePath("menulogo.png").c_str());
+ if(logotexture)
+ {
+ v2s32 logosize(logotexture->getOriginalSize().Width,
+ logotexture->getOriginalSize().Height);
+ logosize *= 4;
+
+ video::SColor bgcolor(255,50,50,50);
+ core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
+ screensize.Width, screensize.Height);
+ driver->draw2DRectangle(bgcolor, bgrect, NULL);
+
+ core::rect<s32> rect(0,0,logosize.X,logosize.Y);
+ rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
+ rect -= v2s32(logosize.X/2, 0);
+ driver->draw2DImage(logotexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(logotexture->getSize())),
+ NULL, NULL, true);
+ }
+}
+
+class DstreamLogOutput: public ILogOutput
+{
+public:
+ /* line: Full line with timestamp, level and thread */
+ void printLog(const std::string &line)
+ {
+ dstream<<line<<std::endl;
+ }
+} main_dstream_log_out;
+
+class DstreamNoStderrLogOutput: public ILogOutput
+{
+public:
+ /* line: Full line with timestamp, level and thread */
+ void printLog(const std::string &line)
+ {
+ dstream_no_stderr<<line<<std::endl;
+ }
+} main_dstream_no_stderr_log_out;
+
+int main(int argc, char *argv[])
+{
+ /*
+ Initialization
+ */
+
+ log_add_output_maxlev(&main_dstream_log_out, LMT_ACTION);
+ log_add_output_all_levs(&main_dstream_no_stderr_log_out);
+
+ log_register_thread("main");
+
+ // Set locale. This is for forcing '.' as the decimal point.
+ std::locale::global(std::locale("C"));
+ // This enables printing all characters in bitmap font
+ setlocale(LC_CTYPE, "en_US");
+
+ /*
+ Parse command line
+ */
+
+ // List all allowed options
+ core::map<std::string, ValueSpec> allowed_options;
+ allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
+ "Run server directly"));
+ allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
+ "Load configuration from specified file"));
+ allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
+ allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
+ allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
+#ifdef _WIN32
+ allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
+#endif
+ allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
+
+ Settings cmd_args;
+
+ bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
+
+ if(ret == false || cmd_args.getFlag("help"))
+ {
+ dstream<<"Allowed options:"<<std::endl;
+ for(core::map<std::string, ValueSpec>::Iterator
+ i = allowed_options.getIterator();
+ i.atEnd() == false; i++)
+ {
+ dstream<<" --"<<i.getNode()->getKey();
+ if(i.getNode()->getValue().type == VALUETYPE_FLAG)
+ {
+ }
+ else
+ {
+ dstream<<" <value>";
+ }
+ dstream<<std::endl;
+
+ if(i.getNode()->getValue().help != NULL)
+ {
+ dstream<<" "<<i.getNode()->getValue().help
+ <<std::endl;
+ }
+ }
+
+ return cmd_args.getFlag("help") ? 0 : 1;
+ }
+
+ /*
+ Low-level initialization
+ */
+
+ bool disable_stderr = false;
+#ifdef _WIN32
+ if(cmd_args.getFlag("dstream-on-stderr") == false)
+ disable_stderr = true;
+#endif
+
+ if(cmd_args.getFlag("info-on-stderr"))
+ log_add_output(&main_dstream_log_out, LMT_INFO);
+
+ porting::signal_handler_init();
+ bool &kill = *porting::signal_handler_killstatus();
+
+ // Initialize porting::path_data and porting::path_userdata
+ porting::initializePaths();
+
+ // Create user data directory
+ fs::CreateDir(porting::path_userdata);
+
+ init_gettext((porting::path_data+"/../locale").c_str());
+
+ // Initialize debug streams
+#ifdef RUN_IN_PLACE
+ std::string debugfile = DEBUGFILE;
+#else
+ std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
+#endif
+ debugstreams_init(disable_stderr, debugfile.c_str());
+ // Initialize debug stacks
+ debug_stacks_init();
+
+ DSTACK(__FUNCTION_NAME);
+
+ // Init material properties table
+ //initializeMaterialProperties();
+
+ // Debug handler
+ BEGIN_DEBUG_EXCEPTION_HANDLER
+
+ // Print startup message
+ actionstream<<PROJECT_NAME<<
+ " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
+ <<", "<<BUILD_INFO
+ <<std::endl;
+
+ /*
+ Basic initialization
+ */
+
+ // Initialize default settings
+ set_default_settings(g_settings);
+
+ // Initialize sockets
+ sockets_init();
+ atexit(sockets_cleanup);
+
+ /*
+ Read config file
+ */
+
+ // Path of configuration file in use
+ std::string configpath = "";
+
+ if(cmd_args.exists("config"))
+ {
+ bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
+ if(r == false)
+ {
+ errorstream<<"Could not read configuration from \""
+ <<cmd_args.get("config")<<"\""<<std::endl;
+ return 1;
+ }
+ configpath = cmd_args.get("config");
+ }
+ else
+ {
+ core::array<std::string> filenames;
+ filenames.push_back(porting::path_userdata + "/minetest.conf");
+#ifdef RUN_IN_PLACE
+ filenames.push_back(porting::path_userdata + "/../minetest.conf");
+#endif
+
+ for(u32 i=0; i<filenames.size(); i++)
+ {
+ bool r = g_settings->readConfigFile(filenames[i].c_str());
+ if(r)
+ {
+ configpath = filenames[i];
+ break;
+ }
+ }
+
+ // If no path found, use the first one (menu creates the file)
+ if(configpath == "")
+ configpath = filenames[0];
+ }
+
+ // Initialize random seed
+ srand(time(0));
+ mysrand(time(0));
+
+ /*
+ Pre-initialize some stuff with a dummy irrlicht wrapper.
+
+ These are needed for unit tests at least.
+ */
+
+ // Initial call with g_texturesource not set.
+ init_mapnode();
+
+ /*
+ Run unit tests
+ */
+
+ if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
+ || cmd_args.getFlag("enable-unittests") == true)
+ {
+ run_tests();
+ }
+
+ /*for(s16 y=-100; y<100; y++)
+ for(s16 x=-100; x<100; x++)
+ {
+ std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
+ }
+ return 0;*/
+
+ /*
+ Game parameters
+ */
+
+ // Port
+ u16 port = 30000;
+ if(cmd_args.exists("port"))
+ port = cmd_args.getU16("port");
+ else if(g_settings->exists("port"))
+ port = g_settings->getU16("port");
+ if(port == 0)
+ port = 30000;
+
+ // Map directory
+ std::string map_dir = porting::path_userdata+"/world";
+ if(cmd_args.exists("map-dir"))
+ map_dir = cmd_args.get("map-dir");
+ else if(g_settings->exists("map-dir"))
+ map_dir = g_settings->get("map-dir");
+
+ // Run dedicated server if asked to
+ if(cmd_args.getFlag("server"))
+ {
+ DSTACK("Dedicated server branch");
+
+ // Create time getter
+ g_timegetter = new SimpleTimeGetter();
+
+ // Create server
+ Server server(map_dir.c_str(), configpath);
+ server.start(port);
+
+ // Run server
+ dedicated_server_loop(server, kill);
+
+ return 0;
+ }
+
+
+ /*
+ More parameters
+ */
+
+ // Address to connect to
+ std::string address = "";
+
+ if(cmd_args.exists("address"))
+ {
+ address = cmd_args.get("address");
+ }
+ else
+ {
+ address = g_settings->get("address");
+ }
+
+ std::string playername = g_settings->get("name");
+
+ /*
+ Device initialization
+ */
+
+ // Resolution selection
+
+ bool fullscreen = false;
+ u16 screenW = g_settings->getU16("screenW");
+ u16 screenH = g_settings->getU16("screenH");
+
+ // Determine driver
+
+ video::E_DRIVER_TYPE driverType;
+
+ std::string driverstring = g_settings->get("video_driver");
+
+ if(driverstring == "null")
+ driverType = video::EDT_NULL;
+ else if(driverstring == "software")
+ driverType = video::EDT_SOFTWARE;
+ else if(driverstring == "burningsvideo")
+ driverType = video::EDT_BURNINGSVIDEO;
+ else if(driverstring == "direct3d8")
+ driverType = video::EDT_DIRECT3D8;
+ else if(driverstring == "direct3d9")
+ driverType = video::EDT_DIRECT3D9;
+ else if(driverstring == "opengl")
+ driverType = video::EDT_OPENGL;
+ else
+ {
+ errorstream<<"WARNING: Invalid video_driver specified; defaulting "
+ "to opengl"<<std::endl;
+ driverType = video::EDT_OPENGL;
+ }
+
+ /*
+ Create device and exit if creation failed
+ */
+
+ MyEventReceiver receiver;
+
+ IrrlichtDevice *device;
+ device = createDevice(driverType,
+ core::dimension2d<u32>(screenW, screenH),
+ 16, fullscreen, false, false, &receiver);
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ // Set the window caption
+ device->setWindowCaption(L"Minetest [Main Menu]");
+
+ // Create time getter
+ g_timegetter = new IrrlichtTimeGetter(device);
+
+ // Create game callback for menus
+ g_gamecallback = new MainGameCallback(device);
+
+ // Create texture source
+ g_texturesource = new TextureSource(device);
+
+ /*
+ Speed tests (done after irrlicht is loaded to get timer)
+ */
+ if(cmd_args.getFlag("speedtests"))
+ {
+ dstream<<"Running speed tests"<<std::endl;
+ SpeedTests();
+ return 0;
+ }
+
+ device->setResizable(true);
+
+ bool random_input = g_settings->getBool("random_input")
+ || cmd_args.getFlag("random-input");
+ InputHandler *input = NULL;
+ if(random_input)
+ input = new RandomInputHandler();
+ else
+ input = new RealInputHandler(device, &receiver);
+
+ /*
+ Continue initialization
+ */
+
+ //video::IVideoDriver* driver = device->getVideoDriver();
+
+ /*
+ This changes the minimum allowed number of vertices in a VBO.
+ Default is 500.
+ */
+ //driver->setMinHardwareBufferVertexCount(50);
+
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ guienv = device->getGUIEnvironment();
+ gui::IGUISkin* skin = guienv->getSkin();
+ gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
+ if(font)
+ skin->setFont(font);
+ else
+ errorstream<<"WARNING: Font file was not found."
+ " Using default font."<<std::endl;
+ // If font was not found, this will get us one
+ font = skin->getFont();
+ assert(font);
+
+ u32 text_height = font->getDimension(L"Hello, world!").Height;
+ infostream<<"text_height="<<text_height<<std::endl;
+
+ //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
+ //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
+ //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
+ skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
+
+ /*
+ Preload some textures and stuff
+ */
+
+ init_mapnode(); // Second call with g_texturesource set
+ init_mineral();
+
+ /*
+ GUI stuff
+ */
+
+ /*
+ If an error occurs, this is set to something and the
+ menu-game loop is restarted. It is then displayed before
+ the menu.
+ */
+ std::wstring error_message = L"";
+
+ // The password entered during the menu screen,
+ std::string password;
+
+ /*
+ Menu-game loop
+ */
+ while(device->run() && kill == false)
+ {
+
+ // This is used for catching disconnects
+ try
+ {
+
+ /*
+ Clear everything from the GUIEnvironment
+ */
+ guienv->clear();
+
+ /*
+ We need some kind of a root node to be able to add
+ custom gui elements directly on the screen.
+ Otherwise they won't be automatically drawn.
+ */
+ guiroot = guienv->addStaticText(L"",
+ core::rect<s32>(0, 0, 10000, 10000));
+
+ /*
+ Out-of-game menu loop.
+
+ Loop quits when menu returns proper parameters.
+ */
+ while(kill == false)
+ {
+ // Cursor can be non-visible when coming from the game
+ device->getCursorControl()->setVisible(true);
+ // Some stuff are left to scene manager when coming from the game
+ // (map at least?)
+ smgr->clear();
+ // Reset or hide the debug gui texts
+ /*guitext->setText(L"Minetest-c55");
+ guitext2->setVisible(false);
+ guitext_info->setVisible(false);
+ guitext_chat->setVisible(false);*/
+
+ // Initialize menu data
+ MainMenuData menudata;
+ menudata.address = narrow_to_wide(address);
+ menudata.name = narrow_to_wide(playername);
+ menudata.port = narrow_to_wide(itos(port));
+ menudata.fancy_trees = g_settings->getBool("new_style_leaves");
+ menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
+ menudata.creative_mode = g_settings->getBool("creative_mode");
+ menudata.enable_damage = g_settings->getBool("enable_damage");
+
+ GUIMainMenu *menu =
+ new GUIMainMenu(guienv, guiroot, -1,
+ &g_menumgr, &menudata, g_gamecallback);
+ menu->allowFocusRemoval(true);
+
+ if(error_message != L"")
+ {
+ errorstream<<"error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+
+ GUIMessageMenu *menu2 =
+ new GUIMessageMenu(guienv, guiroot, -1,
+ &g_menumgr, error_message.c_str());
+ menu2->drop();
+ error_message = L"";
+ }
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+
+ infostream<<"Created main menu"<<std::endl;
+
+ while(device->run() && kill == false)
+ {
+ if(menu->getStatus() == true)
+ break;
+
+ //driver->beginScene(true, true, video::SColor(255,0,0,0));
+ driver->beginScene(true, true, video::SColor(255,128,128,128));
+
+ drawMenuBackground(driver);
+
+ guienv->drawAll();
+
+ driver->endScene();
+
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ sleep_ms(25);
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false || kill == true)
+ break;
+
+ infostream<<"Dropping main menu"<<std::endl;
+
+ menu->drop();
+
+ // Delete map if requested
+ if(menudata.delete_map)
+ {
+ bool r = fs::RecursiveDeleteContent(map_dir);
+ if(r == false)
+ error_message = L"Delete failed";
+ continue;
+ }
+
+ playername = wide_to_narrow(menudata.name);
+
+ password = translatePassword(playername, menudata.password);
+
+ //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
+
+ address = wide_to_narrow(menudata.address);
+ int newport = stoi(wide_to_narrow(menudata.port));
+ if(newport != 0)
+ port = newport;
+ g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
+ g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
+ g_settings->set("creative_mode", itos(menudata.creative_mode));
+ g_settings->set("enable_damage", itos(menudata.enable_damage));
+
+ // NOTE: These are now checked server side; no need to do it
+ // here, so let's not do it here.
+ /*// Check for valid parameters, restart menu if invalid.
+ if(playername == "")
+ {
+ error_message = L"Name required.";
+ continue;
+ }
+ // Check that name has only valid chars
+ if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+ {
+ error_message = L"Characters allowed: "
+ +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+ continue;
+ }*/
+
+ // Save settings
+ g_settings->set("name", playername);
+ g_settings->set("address", address);
+ g_settings->set("port", itos(port));
+ // Update configuration file
+ if(configpath != "")
+ g_settings->updateConfigFile(configpath.c_str());
+
+ // Continue to game
+ break;
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false)
+ break;
+
+ // Initialize mapnode again to enable changed graphics settings
+ init_mapnode();
+
+ /*
+ Run game
+ */
+ the_game(
+ kill,
+ random_input,
+ input,
+ device,
+ font,
+ map_dir,
+ playername,
+ password,
+ address,
+ port,
+ error_message,
+ configpath
+ );
+
+ } //try
+ catch(con::PeerNotFoundException &e)
+ {
+ errorstream<<"Connection error (timed out?)"<<std::endl;
+ error_message = L"Connection error (timed out?)";
+ }
+ catch(SocketException &e)
+ {
+ errorstream<<"Socket error (port already in use?)"<<std::endl;
+ error_message = L"Socket error (port already in use?)";
+ }
+#ifdef NDEBUG
+ catch(std::exception &e)
+ {
+ std::string narrow_message = "Some exception, what()=\"";
+ narrow_message += e.what();
+ narrow_message += "\"";
+ errorstream<<narrow_message<<std::endl;
+ error_message = narrow_to_wide(narrow_message);
+ }
+#endif
+
+ } // Menu-game loop
+
+ delete input;
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+
+ END_DEBUG_EXCEPTION_HANDLER(errorstream)
+
+ debugstreams_deinit();
+
+ return 0;
+}
+
+//END
+